Are Hitpoints an encouter based resource? Should the be one?

This might also cut a bit into the D&D 4 discussion, but I think it can be applied more generally.

The question I wonder about is: Are hitpoints (at least in D&D 3.x) a encounter based resource due the way the game is actually played?

Our group has played D&D 3.x pretty much since the beginning, and we have a lot of experience with it, and build out a certain play style. Our group is probably a bit heavy on the powergaming side, and we play combat pretty tactically. We have several ongoing campaigns (each player is also the DM or GM for his own campaign, usually based on bought adventure path and modules, but sometimes also homebrew. Not all games are D&D or D20 based, but most of them are.), and we tried out a lot of different character types and group compositions, learning to adapt the group and its tactics to become pretty "efficient" with what we have (though we somethings struggle a bit longer, and sometimes character losses will reshape the group to compensate missing character archetypes)

One of our standard tactics has definitely become stacking up Wands of Cure Light Wounds (once the level and party wealth is high enough to do so, naturally). I think that is not an unusual observation, most groups seem to do this, too. Even if there is no real dedicated healer (= Cleric or Druid) in the group, we always have at least one person that can do the "after-combat" healing. In essence, this means we will always go into a fight with full hit points, and especially the melee warriors usually leave it with nearly zero hit points (assuming a dangerous fight at least.)

In effect, this means that hitpoints are not what they seem to be at first: A resource only available "per day". After each encounter, they are fully replenished (even if it costs some resources).

Aside from spells spent (and charges expended for after healing), a combat rarely has an "after-effect". (Exceptions are poisons, energy drain, diseases or actual character death).

Was this the original intent of the D&D 3 rules? (Did this work the same way in earlier editions?) Is this a good thing (regardless wether it was planned or not)?

If it is a good thing, wouldn't it be a lot easier to just remove the wand of cure light wounds wands from the game and say that it takes only minutes instead of days to replenish hit points? If this is a bad thing, how could we change it?

My view on this:
Encounter based abilities have the big advantage that it's a lot of easier to predict one's capability per encounter (making it easier to balance any encounter in the first place). If an important character ability is based on daily uses, this easily leads to character's feeling the need to get the rest time required to replenish the resources before they go into their next encounter (spells are a pretty obvious example. But a Fighter would rarely dare to enter a new combat if he has only 10 of 80 hit points left...)

On the other hand, it means that resource management is also only encounter based. For spells this could mean "Do I cast the devestating fireball now or in 3 rounds? For Hitpoints is means when to replenish hit points in combat, and when trying to rely on defensive tactis and when it is prudent to forego defense for offense. But in both cases the decision is most likely going with the "heaviest" solution first. Which means encounter based abilities must be designed differently than daily abilities - there must be cost involved that is "paid" during the encounter, not in a later one. (Currently the system isn't good at this one, though maybe the Saga Edition might indicate a few ways how to do this.)
If all resources are encounter-based, this also means it is a lot harder to use time pressure - the character's are always fully capable and don't need a lot of rest. (But this also means that you can run a time-critical adventure easier, as the characters can run at the speed of the plot and won't need any rest without you having to adapt each encounter for a group becoming progressively weaker...)

Ultimately, I think in D&D, hit points have definitely become an encounter-based resource (even if we actually need to spend some otherwise limited resources like wands to make it so.). Most adventures seem also to be designed this way (though it's difficult to say whether the adventure designes reacted to de-facto standards or if they were the major contributor to them). If you enter a new encounter without full hit points (and possibly most "buff spells" up), they will get a lot harder. And I know our group played in a lot of hard (deadly) encounters, that were hard even though the were at full health (and fully buffed).
I see also no way to change this within the current rules, unless you effectively remove the Cure spell Wands & Staffs from the game (either by banning them or considerably limited the availability on the "market".) If you do so, you have to adapt adventures to this fact (provided you want to stay fair :) ), and plan in enough rest times for the group to recover hit points.
 

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I do not really agree hit points are encounter based. Sure, a very cautious or rich party could perhaps keep them there, and with the touch of Healing and Draconic Shaman Auras keeping at 50% is pretty easy. But always healing all hit point damage after each encounter. That seems very problematic, especially if you play at higher levels. In the above example, you must use a huge amount of cure light woulds wands, as each charge is only 5 healing or so, and each charge has a 15 gp cost to it, though less if you make them yourselves.

For most parteis, I would argue that they do not heal up to full, but do attempt some healing between encounters.

For 4E, it is sounding like that might be the case, 4E parties might heal all of their hit points in each encounter and I am not sure how I feel about that. If hit points are at full each encounter, it become far harder to lose anyone in a given fight. Sure, save-or-die spells might exist, but those are an annoying way to die, and I think a lot of DMs try to avoid death that way.

So I do hope that not everything is encounter based, and parties are not 100% in the next encounter no mater how narrowly they defeated the previous encounter. For me that would be far too close to a computer game, one of my worries about 4E.
 

EyeontheMountain said:
I do not really agree hit points are encounter based. Sure, a very cautious or rich party could perhaps keep them there, and with the touch of Healing and Draconic Shaman Auras keeping at 50% is pretty easy. But always healing all hit point damage after each encounter. That seems very problematic, especially if you play at higher levels. In the above example, you must use a huge amount of cure light woulds wands, as each charge is only 5 healing or so, and each charge has a 15 gp cost to it, though less if you make them yourselves.

For most parteis, I would argue that they do not heal up to full, but do attempt some healing between encounters.

For 4E, it is sounding like that might be the case, 4E parties might heal all of their hit points in each encounter and I am not sure how I feel about that. If hit points are at full each encounter, it become far harder to lose anyone in a given fight. Sure, save-or-die spells might exist, but those are an annoying way to die, and I think a lot of DMs try to avoid death that way.

So I do hope that not everything is encounter based, and parties are not 100% in the next encounter no mater how narrowly they defeated the previous encounter. For me that would be far too close to a computer game, one of my worries about 4E.

At higher levels, the party that doesn't heal itself up to nearly full is asking to be killed. Stuff does so much damage that running around at half is asking to be killed in a round.
 

Victim said:
At higher levels, the party that doesn't heal itself up to nearly full is asking to be killed. Stuff does so much damage that running around at half is asking to be killed in a round.

My experience is not so. I agree it is better to be fully healed, but asking to be killed. Not really, but YMMV.
 

Neat post! We've got some Bo9S characters in our campaigns, and I've definitely noticed that hit points get repopulated in synch with per-encounter abilities.

Oddly enough, this meshes up with the flavour text of hit points and damage as an abstract combat model.
 

This is a good question.

My experience with HP (in 19 years of D&D) is that they generally do act as an encounter-based resource, with rare exceptions. As others have said, even without Clerics/Druids, players find a way to get them up between encounters, because nobody likes wandering around injured when they don't have to.

However they work HP in 4E, they need to avoid one thing: requiring a full-time healer in every party. By a full-time healer, I mean a character who not only can heal, but must heal, many rounds in a combat, just to keep people alive. It's unnatural and very MMORPGish convention, and one that makes me feel a bit ill, personally.

If they simply remove things like CLW wands, then they'll simply be forcing a player in any given group to play a Cleric/Druid whether they like it or not, which would be very negative.

If they replace them with a good system for getting HP back out of combat even without a Cleric/Druid, that'd be very positive. I don't honestly believe they'll go with a system that puts you "automatically" at full HP every combat, but I do hope they'll not force us to rely on making someone be Healy McCleric or dragging around a lot of questionable magic items in order to be on "good" HP most fights, with a bit of caution.
 

I find that the CLW wands are very very affordable for how good they are, and in a fighter-heavy party it means that since everyone gets healed up to full after each encounter (generally you find enough treasure to keep the CLW wands coming) you can't wear down the party's resources over a number of encounters like you're supposed to.

Of course, with the 4e encounter design idea of having big fights that take all of a party's resources each, this won't be such a problem.

Heck, I think everyone plays 3e that way anyway.
 

I think having hp always at full is a bit of a wimpy attitude. If you can come up with combinations that make it so good for you, but making a game do it all the time is in myopinion catering to the whiny players.
I have played a character at less than 10% hp for a long time, and never had a problem. AC makes up for low hp and not healing.
 

In a group with wands of Lesser Vigor, HP is an encounter-based resource. Building this into the system wouldn't be so bad, I think, particularly if you have a condition track to handle the "exhausted from walking through the desert" syndrome(as opposed to nonlethal damage, for instance).

In Iron Heroes, hit points regenerate at a rate of 1 hp per minute when you're out of combat or otherwise not engaged in strenuous activity. We always found this to work quite well, and it didn't affect the "heroism" in the slightest.

Remember, current, fight-one-monster-after-another-to-wear-down-resources D&D is going to be very different than D&D 4e, where larger fights and per encounter abilities are the norm. It's only fitting that HP change accordingly.
 

I think hit points should not explicitly be a per-encounter resource. I think choosing to use a shorter-term resource on hit points should be a choice the character has available, but it should be designed with carefully considered cost.
 

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