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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Favorite Obscure Rules from TSR-era D&D
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<blockquote data-quote="Willie the Duck" data-source="post: 9362093" data-attributes="member: 6799660"><p>From what I can gather*, the logic was thus: If you wanted to recover mid-dungeon, you used clerical healing or potions. Once you were done with the dungeon, you hoofed it back to town, got your XP, and generally resolved the adventure. Since BECMI wasn't intended for the style where you might play character B while character A was slowly naturally healing 1 hp/day**, you just 'healed up between adventures' without need for specific rules on how quickly that took. </p><p><span style="font-size: 10px">*I <em>think </em>this was from Mentzer talking on Dragonsfoot bitd, but I can't be sure. </span></p><p><span style="font-size: 10px">**In-game and IRL, which were supposed to align.</span></p><p></p><p>It means you can't retreat from the dungeon to merely the wilderness to lick your wounds (enforcing the 'you go until you are out of resources, then head home' mentality) -- excepting that you can do so if you have a (living) level 2+ cleric in the party. So it doesn't really do a great job of incentivizing a play pattern. And once you get into the 'ECM' portion of BECMI, and the expected play pattern involves traipsing across the wilderness or the like, it just becomes this weird artefact. </p><p></p><p>Regardless, if any of this is the case , it would have been a really good thing to actually state somewhere in the rules and DM advice and such. Particularly the expectation that other creatures <em>do </em>heal naturally (even if they didn't want to include rules allowing PCs to do so easily). Otherwise you risk* some really weird worldbuilding effects.</p><p><em><span style="font-size: 10px">*I say risk because I think almost everyone just saw it as a gap and homebrewed something. </span></em></p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9362093, member: 6799660"] From what I can gather*, the logic was thus: If you wanted to recover mid-dungeon, you used clerical healing or potions. Once you were done with the dungeon, you hoofed it back to town, got your XP, and generally resolved the adventure. Since BECMI wasn't intended for the style where you might play character B while character A was slowly naturally healing 1 hp/day**, you just 'healed up between adventures' without need for specific rules on how quickly that took. [SIZE=2]*I [I]think [/I]this was from Mentzer talking on Dragonsfoot bitd, but I can't be sure. **In-game and IRL, which were supposed to align.[/SIZE] It means you can't retreat from the dungeon to merely the wilderness to lick your wounds (enforcing the 'you go until you are out of resources, then head home' mentality) -- excepting that you can do so if you have a (living) level 2+ cleric in the party. So it doesn't really do a great job of incentivizing a play pattern. And once you get into the 'ECM' portion of BECMI, and the expected play pattern involves traipsing across the wilderness or the like, it just becomes this weird artefact. Regardless, if any of this is the case , it would have been a really good thing to actually state somewhere in the rules and DM advice and such. Particularly the expectation that other creatures [I]do [/I]heal naturally (even if they didn't want to include rules allowing PCs to do so easily). Otherwise you risk* some really weird worldbuilding effects. [I][SIZE=2]*I say risk because I think almost everyone just saw it as a gap and homebrewed something. [/SIZE][/I] [/QUOTE]
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