So how do we design a game with no magical healing?
...
What if healing was broken into:
1. After combat patchups.
2. A night of rest.
3. A week of rest.
I think you are taking a totally wrong approach to design.
You are categorizing your design already by the solutions, if you do this then you're stuck with these solutions and will find it hard to think out of the box.
Instead, try to categorize it from the point of view of the problems, i.e. the challenges:
when and why is healing needed?
1. During combat, to save yourself from imminent death
2. After combat, to restore your capabilities before the next danger
and perhaps you can further break down the second point:
2a. After combat but quickly, because you're still potentially facing danger again soon
2b. After combat but safely, because you are most likely done with dangers for a while
It's quite obvious to see that since "natural healing" takes time, then healing naturally is more useful for 2b than 2a than 1, and therefore the abilities of a healer will become more important in 1 than 2a than 2b.
The crux of the problem is as usual how to interpret HP while you study a solution for these problems. How much do you want HP to represent significant injuries, minor injuries, or fatigue? Your choice on this will affect your design of natural healing, so it is
very important to choose wisely according to your preferences, because how fast natural healing works will dictate how powerful a healer character needs to be to balance the two things against the game's ultimate purpose.
Of course, you have to first decide what is the ultimate purpose...
![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
And this is about the
adventure types you want to have in your campaign:
[URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1 -[/URL] Do you want dungeon crawls? A dungeon crawl is essentially a series of many fights and traps/hazards in more-or-less rapid succession. Unless you consider camping/resting in the middle of a dungeon (some old-school gamers like that, but others find it repulsively unrealistic), a dungeon crawl is cool if it's long enough... one room per day dealt with the 15-minutes-day tactic is not really cool, is it? Thus if this is what you want your adventures to be, the best gift you can give yourself is treating HP as fatigue and let natural healing take care of that after each encounter, while design the healer's abilities to shine
during the encounter.
#2 - Do you want story-based adventures with investigations, social interactions, explorations and only sparse physical confrontation? Are you happy enough with one or two significant (but then, really significant) encounters per day? Then you can afford to treat HP as physical injuries.
Here's another fork tho...
#2 a - Do you prefer high-speed adventures, where each day there is something to do for the PC, including potential threats? Then you specifically treat HP as
minor physical injuries, let natural healing be fast enough so that next day you're fine, and design the healer to shine between encounters (still also during of course).
#2 b - Do you prefer low-speed adventures in a Tolkien style, where encounters are often spaced by many days? Then you can even afford to treat HP as
major injuries, and slow natural healing a lot, and a healer character will be useful at every time scale.
Of course the key problem here is that different gaming group like different types of adventures!! Not to mention that even the same group may actually want a mix of
#1 ,
#2 a and
#2 b in the same campaign...
But my bottom line is that you should start your design from identifying the "business case", i.e. what is the purpose of your game, and then think how healing should fit in.
I hope my loose considerations here can be useful somehow...
![Big grin :D :D](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)