Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
An alternative to eight hour healing
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tony Vargas" data-source="post: 7270211" data-attributes="member: 996"><p>I remember having at least one cleric in every party. </p><p></p><p>Which is the same thing, really. </p><p></p><p> Take an 8 hr nap and you'll be fine with it!</p><p></p><p> You want to focus on that last bit, because that's where successful rationalizations for hps & healing can be found. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p> Hit points are one of the most abstract things in D&D, perhaps the major mechanic that most clearly illustrates that D&D is not and cannot be made into an actual simulation ('process sim' at the outside), and, yet, they're actually one of the most effective mechanics D&D has ever brought to the table. They model the 'plot armor' that keeps protagonists alive in fiction, without completely eliminating any sense of jeopardy or risk from play. As whacky as it seems when you try to force it into a realistic model of injury, it's a very good sub-system for what it does. The thing is, what hit points do - negate hits - isn't quite as clear from the label 'hit point' as it could be, and that the label 'healing' is entirely at odds with what merely restoring hps would represent in the fiction.</p><p></p><p>Hit points are mostly about the capacity to avoid injury, not endure it - a limited last-ditch capacity of luck/fatigue/whatever that gets used up quickly. Unless you're making deaths saves, you haven't taken a remotely serious injury. Once you're no longer making death saves, that serious injury that threatened your life is stabilized and no longer affecting your ability to fight/adventure/etc. You don't have to completely, literally, heal that injury before your capacity for avoiding injury is fully restored. That's all overnight healing represents, re-charging that capacity. Likewise, it's all most healing - Second Wind, Healing Word, etc - represents. 'Healing' is prettymuch a misnomer. </p><p></p><p>So, narrate appropriately, no serious wounds until 0, then one possibly-fatal wound, until you've made three death saves or been brought back up to 1 hps - at that point, you have a serious-but-stable wound. You can narrate that has taking weeks to fully heal and that it leaves a scar, if you like. Also, don't narrate healing, whether magical or non-magical, as making wounds simply disappear. Spending HD or resting 8 hours is just that, resting, you recover from fatigue, you recover your spirits, you're ready to face battle again. HP-restoring 'healing' spells, especially those like Healing Word should, likewise, be narrated as infusing you with positive energy/divine inspiration/etc, not making wounds vanish. More powerful effect, like Heal or whatever they're calling Regenerate these days, can actually be narrated to make wounds vanish.</p><p></p><p></p><p> Considering that you played in parties back in the day that had no choice but to rest for days on end to recover hps, I think the problem with the magical solution should be obvious: not everyone wants to play a magic-wielding faith-healer. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>If you want to 'keep the game moving' you'll still be forced to. </p><p></p><p> Ritual would be the obvious way to go, there, that's exactly what rituals are for: spells that take a long while to cast out of combat and don't use up slots.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7270211, member: 996"] I remember having at least one cleric in every party. Which is the same thing, really. Take an 8 hr nap and you'll be fine with it! You want to focus on that last bit, because that's where successful rationalizations for hps & healing can be found. ;) Hit points are one of the most abstract things in D&D, perhaps the major mechanic that most clearly illustrates that D&D is not and cannot be made into an actual simulation ('process sim' at the outside), and, yet, they're actually one of the most effective mechanics D&D has ever brought to the table. They model the 'plot armor' that keeps protagonists alive in fiction, without completely eliminating any sense of jeopardy or risk from play. As whacky as it seems when you try to force it into a realistic model of injury, it's a very good sub-system for what it does. The thing is, what hit points do - negate hits - isn't quite as clear from the label 'hit point' as it could be, and that the label 'healing' is entirely at odds with what merely restoring hps would represent in the fiction. Hit points are mostly about the capacity to avoid injury, not endure it - a limited last-ditch capacity of luck/fatigue/whatever that gets used up quickly. Unless you're making deaths saves, you haven't taken a remotely serious injury. Once you're no longer making death saves, that serious injury that threatened your life is stabilized and no longer affecting your ability to fight/adventure/etc. You don't have to completely, literally, heal that injury before your capacity for avoiding injury is fully restored. That's all overnight healing represents, re-charging that capacity. Likewise, it's all most healing - Second Wind, Healing Word, etc - represents. 'Healing' is prettymuch a misnomer. So, narrate appropriately, no serious wounds until 0, then one possibly-fatal wound, until you've made three death saves or been brought back up to 1 hps - at that point, you have a serious-but-stable wound. You can narrate that has taking weeks to fully heal and that it leaves a scar, if you like. Also, don't narrate healing, whether magical or non-magical, as making wounds simply disappear. Spending HD or resting 8 hours is just that, resting, you recover from fatigue, you recover your spirits, you're ready to face battle again. HP-restoring 'healing' spells, especially those like Healing Word should, likewise, be narrated as infusing you with positive energy/divine inspiration/etc, not making wounds vanish. More powerful effect, like Heal or whatever they're calling Regenerate these days, can actually be narrated to make wounds vanish. Considering that you played in parties back in the day that had no choice but to rest for days on end to recover hps, I think the problem with the magical solution should be obvious: not everyone wants to play a magic-wielding faith-healer. ;) If you want to 'keep the game moving' you'll still be forced to. Ritual would be the obvious way to go, there, that's exactly what rituals are for: spells that take a long while to cast out of combat and don't use up slots. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
An alternative to eight hour healing
Top