Crazy Jerome
First Post
I don't know that the current healing appeals to either side of the ball in terms of how much healing their should be. My biggest problem with healing in its current form is it penalizes the class that should be healing fastest. The fighter has always been screwed in terms of healing. The fighter arguably should be the class that recovers the fastest, but is often the one that takes the longest.
To me 8 hp of damage to a fighter doesn't mean the same thing as 8 hp of damage to a wizard. And as the fighter is on the front line, he will often take weeks to recover where the wizard will take a day or two. From reading all the playtest reports, it seems like the 15 minute work day is back, and the current healing only promotes that. The caster will get their spells back, but so to does the fighter get his hp back. So in the current iteration the fighter gets to recover all of his resources just like the casters...
Assuming an option to not auto heal back to full with an extended rest (or maybe even with such an option), one possibility with the "Hit Dice" is to simply give the fighter more of these dice than he should otherwise receive and/or liberalize the rules for using them. Maybe the fighter is the guy that is so tough that he can use an extra die (and has it to spend) or can use a die without a healing kit or use one in combat (such as second wind).
I was considering that earlier in the context of how they have talked about the fighter getting his extra attacks as free actions. This allows them to keep the "one action per round" economy--and not penalize the fighter with a "full attack" type requirement. Well, if the fighter is expected to get up front and duke it out all the time, maybe what he needs is some "free hit points and/or free hit point restoration" that lets him do that. As a bonus, then he doesn't need to be healed all the time, and the cleric can thus use his spells for something besides healing or heal the foolish rogue or wizard occasionally.
