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Healing too powerful?
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<blockquote data-quote="Thornir Alekeg" data-source="post: 2030581" data-attributes="member: 15651"><p>As others have said, healing is built into the system. As a result the lack of it would really mess up the system. As for its application to a "real" war - it seems perfectly in line with the real world. In "real" war, especially medieval war, the need to kill the enemy was not as important as the need to wound them enough to take them out of the action. Often those wounded individuals later died of infections, something that, as I recall, was the reason for most soldier deaths up until the discovery of antibiotics. </p><p></p><p>Another way to look at it when trying to comare it to "real" war: combat units rarely had an "encounter" that did not result in the deaths of some members of the unit. Others were wounded and sent back. Replacements were sent to the unit. In World War I about one in 15 U.S. troops was killed or wounded; in World War II it was one in 14. The rate climbed to one in 12 in Korea and fell back to one in 16 during Vietnam. That's pretty poor survuval rates when compared to a D&D game. Take out the healing and yes, you will end up with a situation that is much more "realistic" but I would also hope you have players who enjoy making new characters - they would probably be doing it a lot.</p></blockquote><p></p>
[QUOTE="Thornir Alekeg, post: 2030581, member: 15651"] As others have said, healing is built into the system. As a result the lack of it would really mess up the system. As for its application to a "real" war - it seems perfectly in line with the real world. In "real" war, especially medieval war, the need to kill the enemy was not as important as the need to wound them enough to take them out of the action. Often those wounded individuals later died of infections, something that, as I recall, was the reason for most soldier deaths up until the discovery of antibiotics. Another way to look at it when trying to comare it to "real" war: combat units rarely had an "encounter" that did not result in the deaths of some members of the unit. Others were wounded and sent back. Replacements were sent to the unit. In World War I about one in 15 U.S. troops was killed or wounded; in World War II it was one in 14. The rate climbed to one in 12 in Korea and fell back to one in 16 during Vietnam. That's pretty poor survuval rates when compared to a D&D game. Take out the healing and yes, you will end up with a situation that is much more "realistic" but I would also hope you have players who enjoy making new characters - they would probably be doing it a lot. [/QUOTE]
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