Clerics healing HP damage to subdual

Khaalis said:

Yes actually you would remain unconscious until you reached 0 Subdual hp. I think this is incredibly realistic. If you are lying in bed with your guts hanging out (the reality of Negative HP), even with healing you shouldnt be back up running around and swinging a sword 3 seconds (1 round) later.

No doubt on the realism of it. However, if you go down in combat that means there is no way for the other PCs to get you conscience again. They have to get you out of there and that can add another level of danger. Or they leave you behind and you die anyway.

Another option would be a slower version of the regeneration spells in MotW. THese spells basically give you fast healing X for a certain number of rounds. You could slow that down so that it heals X damage perminute and just make it minutes /level instead of rounds. It won't be that useful in combat, but it will help keep PCs alive.
 

log in or register to remove this ad

Crothian said:

Another option would be a slower version of the regeneration spells in MotW. THese spells basically give you fast healing X for a certain number of rounds. You could slow that down so that it heals X damage perminute and just make it minutes /level instead of rounds. It won't be that useful in combat, but it will help keep PCs alive.

Hmm. I'll definitely have to check those out.

And in answer to Crothian - YES, the image of players having to carry their comrades out of a fight because they're unconscious, and someone trying to 'hold the line' so that everyone else can retreat - now that is a GOOD image to me.

It will add drama, tension, and perhaps a trickle of fear. =)

The Crimster
 

The Crimster said:


Hmm. I'll definitely have to check those out.

And in answer to Crothian - YES, the image of players having to carry their comrades out of a fight because they're unconscious, and someone trying to 'hold the line' so that everyone else can retreat - now that is a GOOD image to me.

It will add drama, tension, and perhaps a trickle of fear. =)

The Crimster

That's good. To many Pcs walk out of hard sistuations, they need to be carried out more often. I don't think doing these options will weaken the Cleric to much. On the good side, the PCs won't have to worry about their enimies doing some quick healing either.
 

I'm surprised no one has mentioned the Vitality/Wounds system used by Star Wars, since it parallels the 80/20 concept mentioned here. Each character gets Con "Wound" points -- hit points representing physical damage -- and their normal hit points as "Vitality" points -- hit points representing dodging, etc.

Vitality points heal quickly, Wound points slowly. Critical hits skip straight to Wound points (but get no multiplier).

Star Wars also introduces a Defense bonus (which is in Wheel of Time too). If you want to avoid hit-point wackiness while keeping your campaign heroic, give a big Defense bonus (which stacks with armor) and not so many hit points.
 


Hmmm

Something I changed in my games.... to make hitpoints more "realistic" as percentage of wounds you can take.

The problem with hitpoints if viewed as a measure how much you get hurt by things is only healing as far as I am concerned. If a 10 point wound for a fighter with 80 hitpoints is only a scratch, then it should be healed faster with the same spell as a 10 point wound at a 1st level mage.

I use the subdual damage rules... but characters that drop into subdual negatives are staggered.

Ok now. Houserule Nr 1001:
- If you get cured, you get a bonus of (BAB+con modifier)/2 per spelllevel.

Example: Fighter A, level 3, 25 hitpoints and Con 16 is down to 3 hitpoints and receives a cure light wounds from his fellow lvl3 cleric.

The cure light wounds would usually heal d8+3 hitpoints. Now it heals d8+6 hitpoints (3 points more since that's the fighters (BAB+con mod)/2.)

If the cleric would use a cure moderate wounds (spelllevel 2), he would cure 2d8+3+6 hitpoints.

All converted into subdual damage...
 

My 2 Coppers

Having healing spells convert damage to subdual damage should work fine. You don't need to compensate the cleric in anyway for this.
I like the suggestion that when your are at negative damage due to subdual, you are staggered. That should mitigate the problem of a player going down in combat. They can be healed, returned to conscious but staggered. They would still need help from their comrades since they are limited to partial actions.
You could also just use the fatigued and exhausted rules. A character that goes "negative" becomes unconscious and exhausted. If healed, they are staggered and exhausted until they have rested for a hour, in which case they are just fatigued.
Characters normally heal their level in subdual points per hour. But you might just allow a character that gets a full night's rest to recover all of their subdual damage. You might also allow a character that has an hour of rest to be returned to 1 hp automatically.
 

Argggh, the Crimster and his hatred of healing! I play in his current campaign you see, where we make do with a bard with a wand of cure light wounds at 9th level. Isn't that healing crappy enough for you, Crimster?????

Keep in mind the the magical healing system is a very core concept and in changing the way it works will not simply create more intense scenes when people get hurt. It will have a trickle down effect that will impact your game in a number of very central, very palpable ways.

A couple of points that I would suggest you consider before making a huge alteration to a very essential and core part of the game design:

1) You have to consider that the core D & D system is designed around having hit points cured relatively instantly. By converting to subdual damage you will have to greatly limit encounters which will greatly slow level progression. "Instant healing" allows a fight to occur, healing to be done, and then the adventure to carry on. Having healing only convert regular damage to subdual damage which will require a significant amount of time to recover even after the healing spell has already been cast will essentially create a lot of down time with characters laying about in bed convalescing. While in a "this is realistic way" that might be good, in a "my players have been 3rd level for 18 months way" that can be bad.
Also, players may find it a bit boring when their character have to lay around for hours after any encounter. This can worsen if only one character is significantly hurt, effectively taking them "out of the game" for the rest of the night if there are other tasks that must be completed on a time schedule. Essentially, you run the risk of leaving one or two players sitting around for hours with nothing to do while the rest of the group plays. When you factor in your DM stance on always paying attention, even if your character has nothing to do, you are going to be looking at some pretty bored, cranky, and unhappy players.

2) WOT appears both to do significantly less damage (another poster summed it up far better than I could as I have only read over the game and not actually played it) and also adds the defense bonus which reduces the chance of taking damage compard to D & D. I think this combination of factors is what makes the healing to subdual work. D & D is designed with the intent that characters can be "battlefield healed" allowing a fight to continue. As people level up in D & D, armor class does not generally increase at near the rate that attack bonuses do, resulting in characters being hit a lot more often and taking damage a lot more often. However, WOT offers a defense bonus that increases by level so many characters, especially those that rely less on armor, DO get significantly harder to hit as they level up. An Initiate has the worst defense bonus, and they get a total of +8 to their armor class by 20th level. If you are looking at a "low magic" campaign, a lightly armored character like a rogue is likely to essentially have the same armor class at 10th level as they do at first level. If we consider a relatively high dex (16) and leather armor, you are looking at an armor class of 15. That is pretty good at 1st level. At 10th level, a warrior would likely land EVERY BLOW on an armor class 15 character. At high levels, you could be looking at a very significant chunk of time spent sitting around healing subdual damage. Also, fighter and rogue classes are unlikely to do "light" damage at these levels. A rogue's sneak attack can deal a significant chunk of damage, and a single hit from a strong warrior with a great sword could deal as much as 20 points damage without a critical. When you consider that an average rogue would only have 33 hit points at this level, the fate of the unable to be healed in combat rogue does not sound very promising.

3) D & D core rules present a high magic world. In a world where someone can be instantly killed with a spell, disintegrated by another spell, struck by lightning shot from a mage's finger tips, teleported across the planet, polymorphed into a toad, and so on, how does the idea of magical healing being instant further reduce realism for you? Magic potent enough to disintegrate a man in an instant would also likely be potent enough to heal him in an instant. Making healing the only type of magic affected does not create a low magic campaign, rather it creates a low healing campaign which is a totally different thing. "Lo! I am now a 20th level wizard! I can travel the dimensions, reduce a man's body to ash, control the minds of dragons, teleport instantly anywhere on the planet, and cast horrid wilting which will do 20d8 damage in a wave to everyone around me!" "Well, I am now a 20th level cleric so I can now heal you completely as long as you rest for 21 hours after I do. " Essentially, changing healing only serves to do nothing to make the campaign low magic, but rather serves a dual role of making healing classes weaker and making any sort of fight significantly deadlier.

4) As for how this would affect the cleric class: A) keep in mind it would also affect the other healing classes (druid and bard) but to a much lesser degree as spontaneous casting of healing spells is one of the major cleric class features. B) Healing is certainly one of the most significant roles a cleric plays and changing the healing to conversion from subdual to normal damage would greatly impact the cleric class. Keep in mind that the third level cleric "heal" spell (cure serious wounds) would be healing 3d8 +5 points of damage when first received. However, the third level "damage" dealing spells of sorcerer and wizard would be doing 5d6 damage, frequently to more than one target. The cleric heal is already "less" powerful than the damaging spells when comparing total points gained/lost. (average heal would be about 15 points versus average damage of 17 points per person hit...with a fireball this can be a lot of persons) If you reduce the spell to converting only to subdual damage you have hugely decreased the power of the spell and effectively made it worthless for battle field healing. I think this is a pretty significant reduction for the class, especially as this is affecting what is essentially the cleric's core ability/role. Or to put it another way, do you think that changing all damage done by fighters from regular damage to subdual damage would greatly affect the class? Or making all damaging spells (wizard, sorcerer, cleric included) do only subdual damage? Changing the heal spells purely to a "subdual" conversion with no other changes would be effectively the same kind of thing.

5) Realism and hit points don't mix, in my opinion. If you do buy the 80/20 type concept (I think in first or second edition it used to be that only hit points rolled at first level plus any hit points gained by con bonus at further levels were considered "real" physical hit points and the rest were a combination of dodging and the "ability of a skilled warrior to turn what could be a fatal blow into a superficial one") it reflects the "source" literature better. I have never read a fantasy novel or viewed a fantasy film or TV show wherein the hero got stabbed 135 times in one fight and walked away standing. Generally, the heroes avoid getting hit for the most part and even a few successful hits leave them quite hurt.



And no, I have no intention of playing any kind of healing class if I play in this campaign (regardless of the decision on whether healing will be "standard" or conversion to subdual) so I am presenting these points in a purely philosophical manner.
 
Last edited:

Poltergeist said:
Argggh, the Crimster and his hatred of healing! I play in his current campaign you see, where we make do with a bard with a wand of cure light wounds at 9th level. Isn't that healing crappy enough for you, Crimster?????


No. I want to see you bleeeeeeeeeeeeed... :D

Keep in mind the the magical healing system is a very core concept and in changing the way it works will not simply create more intense scenes when people get hurt. It will have a trickle down effect that will impact your game in a number of very central, very palpable ways.

Well, I'm going to have to disagree with you here. The magic system itself is simply a 'part' of D&D. Can you run a campaign with no magic? Surely, it happens all the time, and it can be very successful. Those games do not suffer for the lack of magic (not just healing!). Take a look at WoT - they heavily modified the magic (AND healing!) system - and there are hundreds of games being run, without a problem. You can even take out classes (a core concept if there ever was one!) and have it work (d20 Cthulhu, of course). So I think playing with these core concepts is not only possible – it’s happening! Do not fear change!

A couple of points that I would suggest you consider before making a huge alteration to a very essential and core part of the game design:

1) You have to consider that the core D & D system is designed around having hit points cured relatively instantly.

Going to have to disagree with you here,too. Where does it say or imply this? If this were the case, there would be no rules that state you get back your level in hit points per day of bed rest! They would assume you have a portable cleric in your backpack to heal you when you are slightly wounded! I would also state that despite the lack of a true cleric (we'll not mention the Fat Guy) - your group has done well, even without true healing. There was a time when you didn't have wands of cure light wounds, remember. And I know that there are adventuring groups out there who do fine without a cleric. It just makes it harder, grittier, grimmer. =)

By converting to subdual damage you will have to greatly limit encounters which will greatly slow level progression.

And this is a bad thing? 3E D&D levels come so fast, that you barely get used to your level before you gain another. Of course, this could be another thread entirely, so I’ll end it here.

"Instant healing" allows a fight to occur, healing to be done, and then the adventure to carry on. Having healing only convert regular damage to subdual damage which will require a significant amount of time to recover even after the healing spell has already been cast will essentially create a lot of down time with characters laying about in bed convalescing.

GM: "You have defeated the Grell, and are now back at home, nursing your wounds. It takes about a day of bed rest to be back at full fighting capacity, thanks to your cleric. That day passes uneventfully."

Not that hard, methinks.

While in a "this is realistic way" that might be good, in a "my players have been 3rd level for 18 months way" that can be bad.

Not sure how you tie those two together, but I think this is you attempting to connect subdual healing to slow leveling. As I stated before, this is not a bad thing. It's a good thing. But your example (an obvious exaggeration, of course) would never happen, regardless. In-game time may pass faster - because of the bed-time (heh) - but that is good too! I don't think a fighter can gain 10 levels in one month (HIS time). I think Rand from WoT has grown too far, too fast (it’s been a little over a year since he left Two Rivers). But I think this is part of the story – i.e., he’s Lews Therin reborn.

Also, players may find it a bit boring when their character have to lay around for hours after any encounter. This can worsen if only one character is significantly hurt, effectively taking them "out of the game" for the rest of the night if there are other tasks that must be completed on a time schedule.

This is a very valid concern. But let's talk about the type of campaign that I want to run. City based; players are thieves (every 3rd, maybe 4th level has to be in rogue) who belong to a guild; other guilds, guards, corrupt guards, secretive wizards, nobles, etc will be the foes; adventures will revolve around breaking into homes, bypassing magical and mundane traps, intra and inter-guild conflict, etc.

Ok, now the image of a wounded comrade being helped from the scene of a battle - fleeing from the scene of a battle - is appealing. This campaign won't be about heroes. (although in my mind's eye, I can see the PC's becoming heroes, but that's something else). This is about trying to avoid fighting. Of course, violence will dog your heels like a homeless puppy. Grim? Oh yes. And just the feeling I want.

Essentially, you run the risk of leaving one or two players sitting around for hours with nothing to do while the rest of the group plays. When you factor in your DM stance on always paying attention, even if your character has nothing to do, you are going to be looking at some pretty bored, cranky, and unhappy players.
A problem even when you play normal D&D – I can’t see this making it more of a problem anyways. This comes down to the DM making sure that people have equal time, and that if someone is knocked out (or whatever) it’s for a short duration. I hereby vow as a DM, I’ll do my best not to leave you bored. If this is so, you have my permission to read whenever you want. =)

2) WOT appears both to do significantly less damage (another poster summed it up far better than I could as I have only read over the game and not actually played it) and also adds the defense bonus which reduces the chance of taking damage compard to D & D. I think this combination of factors is what makes the healing to subdual work. D & D is designed with the intent that characters can be "battlefield healed" allowing a fight to continue. As people level up in D & D, armor class does not generally increase at near the rate that attack bonuses do, resulting in characters being hit a lot more often and taking damage a lot more often. However, WOT offers a defense bonus that increases by level so many characters, especially those that rely less on armor, DO get significantly harder to hit as they level up. An Initiate has the worst defense bonus, and they get a total of +8 to their armor class by 20th level. If you are looking at a "low magic" campaign, a lightly armored character like a rogue is likely to essentially have the same armor class at 10th level as they do at first level. If we consider a relatively high dex (16) and leather armor, you are looking at an armor class of 15. That is pretty good at 1st level. At 10th level, a warrior would likely land EVERY BLOW on an armor class 15 character. At high levels, you could be looking at a very significant chunk of time spent sitting around healing subdual damage. Also, fighter and rogue classes are unlikely to do "light" damage at these levels. A rogue's sneak attack can deal a significant chunk of damage, and a single hit from a strong warrior with a great sword could deal as much as 20 points damage without a critical. When you consider that an average rogue would only have 33 hit points at this level, the fate of the unable to be healed in combat rogue does not sound very promising.

Another valid point. Perhaps then it would be a good idea to institute a defense bonus? I do not see this as a major mechanic that would require heavy modifying.

3) D & D core rules present a high magic world. In a world where someone can be instantly killed with a spell, disintegrated by another spell, struck by lightning shot from a mage's finger tips, teleported across the planet, polymorphed into a toad, and so on, how does the idea of magical healing being instant further reduce realism for you?

Our own society, despite the fact that we can fly to the moon, paralyze a person with electricity, and type on a glorified abacus, we cannot instantly heal a small scratch. Regardless, in my concept for this world, there are ways to do True Healing, it’s just harder. My thoughts are that while ‘Cure Light Wounds’ heals subdual damage at 1st level, the ‘Cure True Light Wounds’ heals HP directly (and maybe that spell is 3rd, or somesuch).

4) Magic potent enough to disintegrate a man in an instant would also likely be potent enough to heal him in an instant.

Bah! You yourself should know it is always easier to harm than to heal.

Making healing the only type of magic affected does not create a low magic campaign, rather it creates a low healing campaign which is a totally different thing. "Lo! I am now a 20th level wizard! I can travel the dimensions, reduce a man's body to ash, control the minds of dragons, teleport instantly anywhere on the planet, and cast horrid wilting which will do 20d8 damage in a wave to everyone around me!" "Well, I am now a 20th level cleric so I can now heal you completely as long as you rest for 21 hours after I do. "

And guess who would be the more popular person? The cleric. The ability to completely heal someone after 1 day of rest?? BY THE GODS! Let’s not even talk about the ability to cure disease!

Essentially, changing healing only serves to do nothing to make the campaign low magic, but rather serves a dual role of making healing classes weaker and making any sort of fight significantly deadlier.

Fights deadlier you say? Ahhh yes. Excellent. Come on – 3E is almost like playing Champions, but with swords. A group of 4th level adventures do not ever, ever, ever fear a group of goblins (unless the DM plays the goblins as tactical geniuses). In my mind, there should always be a sliver of fear. Especially in this type of campaign, where the players are not meant to take on a squadron of guards and win…!

4) As for how this would affect the cleric class: A) keep in mind it would also affect the other healing classes (druid and bard) but to a much lesser degree as spontaneous casting of healing spells is one of the major cleric class features.

Ayup.

B) Healing is certainly one of the most significant roles a cleric plays and changing the healing to conversion from subdual to normal damage would greatly impact the cleric class. Keep in mind that the third level cleric "heal" spell (cure serious wounds) would be healing 3d8 +5 points of damage when first received. However, the third level "damage" dealing spells of sorcerer and wizard would be doing 5d6 damage, frequently to more than one target. The cleric heal is already "less" powerful than the damaging spells when comparing total points gained/lost. (average heal would be about 15 points versus average damage of 17 points per person hit...with a fireball this can be a lot of persons) If you reduce the spell to converting only to subdual damage you have hugely decreased the power of the spell and effectively made it worthless for battle field healing. I think this is a pretty significant reduction for the class, especially as this is affecting what is essentially the cleric's core ability/role. Or to put it another way, do you think that changing all damage done by fighters from regular damage to subdual damage would greatly affect the class? Or making all damaging spells (wizard, sorcerer, cleric included) do only subdual damage? Changing the heal spells purely to a "subdual" conversion with no other changes would be effectively the same kind of thing.

Fighters main focus is dealing damage. Making their damage subdual would take away more from them than my proposed change. Clerics can do SO much more than heal. They have armor. They have weapons. They can hold you, blind you, curse you… Need I go on? However I do agree with you on some small scale, and I am considering some modification for their relatively small (IMHO) loss.

5) Realism and hit points don't mix, in my opinion. If you do buy the 80/20 type concept (I think in first or second edition it used to be that only hit points rolled at first level plus any hit points gained by con bonus at further levels were considered "real" physical hit points and the rest were a combination of dodging and the "ability of a skilled warrior to turn what could be a fatal blow into a superficial one") it reflects the "source" literature better. I have never read a fantasy novel or viewed a fantasy film or TV show wherein the hero got stabbed 135 times in one fight and walked away standing. Generally, the heroes avoid getting hit for the most part and even a few successful hits leave them quite hurt.

I agree with you here, totally. I do not buy the 80/20 concept.

And no, I have no intention of playing any kind of healing class if I play in this campaign (regardless of the decision on whether healing will be "standard" or conversion to subdual) so I am presenting these points in a purely philosophical manner. [/B]

Of course! This is all theory anyways, I’m not ready to run the City Campaign next week or even the week after. =)

The Crimster
 
Last edited:

Why change?

I think both of you (Poltergeist and Crimster) make decent arguments and I would certainly like to hear and or participate in a verbal debate concerning this subject. The question I have is why change the way things are done? I think Poltergeists's main point about healing being a core mechanic is true and the games that Crimster is citing as counterpoints are wildly different in balance. Playing a 3E game means Third Edition rules with a D&D flavor. The other games mentioned are D20 systems and have been balanced individually. Still, this does not change the fact that people change the rules and balance of classes all the time in their own campaigns. So I am not trying to convince anyone that it isn't a good idea, but offer other ideas on how the effect desired can be achieved.

My suggestion is make healing (normal healing) inaccessible. Don't allow the characters to take cleric as a class. Remove the healing spells from the bard list. Healing potions should be rare and mega-expensive. Any wands that are discovered would be subject to a Use Magical Device check from the rogue that wanted healing, making it difficult to heal without wasting a charge or two from an already expensive item. In addition, the characters are thieves. They won't have access to the temples and churches of most gods to do any major healing they need that can't be covered by just resting. And think of the roleplaying possibilities with a cleric from a church of a good god whom is tricked into healing the PCs a couple of times. If the PCs can only heal regular damage they certainly will have more downtime, but as stated in the rebuttal of Crimster this is not really an issue as it is between missions.

In any case, with no healers in the campaign, assuming no one even wants to play a bard or cleric in between their levels as rogues, why does it matter if when they are through with there mission they go back and are fully healed?

I am not positive, but I am 99 percent sure there will be no PC clerics in the campaign. Making a small change to the bard spell list then making healing all but impossible to obtain would serve the same purpose without mucking around with class balance. Changing mechanics is always a more difficult thing than just changing the frequency and price of obtaining items and services.

I think that restricting the already restricted players to no clerics (which I am sure would happen anyway) and removing the cures from the bard spell list will solve this problem and make the healing items much more important and sought after, either by stealth and deception or by coin will result in a grittier campaign, where the PCs must survive by evasion and wits instead of brawn.

PS: Crimster-- Goblins may have been a joke creature in 2nd ED, but slap some rogue or fighter levels on them and you have an opponent for all levels of play (whether tactical geniuses or not).
 

Remove ads

Top