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Guest 85555
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How does that work? You get into a single fight and you're down for several days. Seems like the pacing would be glacially slow in that case. Unless, of course, you're playing a high RP game with very little combat. But, then, if you're using D&D for that, you are pretty close to freeforming with a veneer of D&D tropes laid over top. How can you play D&D without any healing at all?
So, again, what is gained by having slower healing? Sure, it appeals to a certain sense of verisimilitude, but, again, it's mind boggling to me that you have no problems with a character regaining a hundred hp in a week, but regaining it in a day blows your mind. Really? What difference could it possibly make? Neither is remotely realistic. WA number of publishers were brought on board prior to the first 3.0 releases, and others allowed to work concurrent with a gentlemen's agreement, an agreement based on trusting that WotC and the 3PP would all be satisfied that the OGL would be agreeable to everyone once finalized, and so it seemingly w?
Additionally, and this, to me, is the most important question, how is the game made more interesting by slower healing times?
To answer the question what is gained: verisimilitude (as you say) and a more realistic pacing. There are also hidden opportunities for adventure and role play whenever characters are laid up. That might not appeal to yu, but it does appeak to plenty of people.
I already answered the other part but once again yes, one day or less healing blows my mind and one week or more (you are assuming I am only talking about 3e for some reason) Does not. I would also disagree that neither is remotely realistic. One week or more is vaguely realistic (i even offered my own experience with surgery to show it isnt that much of a stretch---though it is still a stretch---especially if you arent deaing with major issues like broken bones or ruptured organs), one day or less is not remotely realistic.