OSR Healing tweak - proportionality

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Anyway, all this long preamble is just to give context for a relatively simple idea I've been mulling over- making potions and cure spells proportionate to HD and HP in old school games.

The current idea I'm toying with is that the base value of a Cure Light or Potion of Healing, instead of being d6+1 in B/X or OSE, would be a d8 base for a Fighter or Dwarf, a d4 for an MU or Thief, and a d6 for everyone else. The plus value would be 1/4 of the character's max HP, rounding down. Cure Serious would instead do two dice plus 50% of the character's max HP.

One other benefit that just occurred to me would be that in slot-based encumbrance systems, healing potions also retain proportionate value for the slots they take up.

Whatcha think?

*(I get that Con does factor in, in some editions, like 3E and 5E)
Having just looked it up this is almost mechanically identical to healing surges. With hit dice mapping to the healing surge numbers. Given that a cure light or a potion is healing 25% of a characters max HP (same as healing surge) there is really no reason to also scale the healing dice by class. Since the 25% value will swamp the die result.

The big difference is that tying them to Hit Dice is going to do weird things to the ability to last through encounters.
In 4e the number of healing surges was fixed by class (values ranging from 6 to 10) plus Con mod.
Low level characters will really want to go home and have a lie down after a single encounter and high level characters will be like energiser bunnies, depending on the HD recovery mechanics.
 

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In WWN, you have "strain" equal to your con. You recover 1 point per night of sleep. First aid costs strain and, usually, magical healing does as well. Natural recovery does not cost strain. Keep in mind that my experience with WWN is very limited, so I'm no expert on the system.
What are the limits of accepting "strain"?
 

So high-levels take longer to heal so you want potions to be better? Wouldn't high-level characters have easier access to higher level (more potent) healing magic than lower-level PCs? IME that's the reality THUS because the 10th-level F has a Ring of Regeneration or has a friend who's a high-level Cleric or has a friend who's a high-level Mage (with a cabinet full of healing potions) the 10th-level F will recover as fast if not faster than the lower level F.

The answer to most of old-school D&D's "issues" is always going to be "more and better treasure". I can't remember the last time a PC had to rely on natural healing anyway. But YMMV (y)
 


One of the perennial issues I've had with D&D is how Fighters and other high-HP characters take longer and more resources to heal up than do M-Us and other low-HP characters. We squint past it, but it seems more plausible and intuitive that for any given injury (whether actual/physical, or virtual/exhaustion/luck), a person in robust health* and one's who's experienced at taking hits will tend to recover faster from and be less debilitated by them than a person who's physically weaker and less-trained. But the rules make it so that the opposite is true.

Similarly, by making healing spells and potions and natural recovery values all unrelated to the character's max HP, we get the counterintuitive effect that it takes longer and more resources for a higher level character to recover from injury or exhaustion than it does for a lower level one. At d3HP per day for resting a 1st level OSE Fighter is basically guaranteed to be healed up after a week's rest, whereas a high level one is likely to require several (unless a friendly Cleric is available to play healbot). We can rationalize that by arguing that the higher level fighter actually sustained more serious wounds which his greater skill and toughness enabled him to fight through, but the narrative nature of HP really suggests the opposite. If a 9 HP M-U and a 27 HP Fighter are both struck by an Ogre for 8 HP of damage, we know the M-U is close to death, but the Fighter clearly is not. And ironically Cure Light Wounds is capable of healing the M-U from 11% to 89% of his max HP, but not of completely healing the Fighter of what is literally a light wound, likely a scratch or bruise per the explanations of what HP are going back to Gary at least as far back as 1977.

5E addresses this concern to some extent, between long rests being full recovery for everyone, and using your Hit Dice as the dice you roll for HP recovery on short rests, though it sometimes runs into the same issue (Healing Potions or Song of Rest, for example, being proportionally more effective on Wizards than on Fighters). 4E, of course, made most healing proportionate to HP, with the Healing Surge mechanic. ShadowDark doesn't quite address the first concern, although it makes the Cure Wounds spell and Potions of Healing have effectiveness go up with level, which does help with the second.

Anyway, all this long preamble is just to give context for a relatively simple idea I've been mulling over- making potions and cure spells proportionate to HD and HP in old school games.

The current idea I'm toying with is that the base value of a Cure Light or Potion of Healing, instead of being d6+1 in B/X or OSE, would be a d8 base for a Fighter or Dwarf, a d4 for an MU or Thief, and a d6 for everyone else. The plus value would be 1/4 of the character's max HP, rounding down. Cure Serious would instead do two dice plus 50% of the character's max HP.

One other benefit that just occurred to me would be that in slot-based encumbrance systems, healing potions also retain proportionate value for the slots they take up.

Whatcha think?

*(I get that Con does factor in, in some editions, like 3E and 5E)
Love it! ACKS has an optional rule that does something quite similar, and I've adapted it into my Level Up play.
 


In WWN, you have "strain" equal to your con. You recover 1 point per night of sleep. First aid costs strain and, usually, magical healing does as well. Natural recovery does not cost strain. Keep in mind that my experience with WWN is very limited, so I'm no expert on the system.
Another great system.
 

It looks good at first blush. Though I'd make it easier by just going with Hit Dice + level or + CON mod as the baseline and scale up from there. Basically simplify the math just for ease of use.
There's definitely some appeal to that simplification, but it wouldn't be achieving the same effect.

Having just looked it up this is almost mechanically identical to healing surges. With hit dice mapping to the healing surge numbers. Given that a cure light or a potion is healing 25% of a characters max HP (same as healing surge) there is really no reason to also scale the healing dice by class. Since the 25% value will swamp the die result.
It's not exactly going to "swamp" the dice, at least not until higher levels. It really comes down to how good you want the healing to be.

The big difference is that tying them to Hit Dice is going to do weird things to the ability to last through encounters.
In 4e the number of healing surges was fixed by class (values ranging from 6 to 10) plus Con mod.
Low level characters will really want to go home and have a lie down after a single encounter and high level characters will be like energiser bunnies, depending on the HD recovery mechanics.
Tying what to hit dice? Are you talking about 5E now? My proposed rules tweak doesn't have a cap like WWN.

So high-levels take longer to heal so you want potions to be better? Wouldn't high-level characters have easier access to higher level (more potent) healing magic than lower-level PCs? IME that's the reality THUS because the 10th-level F has a Ring of Regeneration or has a friend who's a high-level Cleric or has a friend who's a high-level Mage (with a cabinet full of healing potions) the 10th-level F will recover as fast if not faster than the lower level F.
The existing status quo, yes, is that if you're higher level you hopefully have a Cleric dedicated to maxing out preparing Cure spells in downtime, and that's how higher level characters recover. I've been experienced with that solution for a few decades now and I'm not in love with it.

The answer to most of old-school D&D's "issues" is always going to be "more and better treasure". I can't remember the last time a PC had to rely on natural healing anyway. But YMMV (y)
In the last multi-year campaign I ran, I just made healing potions and scrolls easily affordable and available. I'm tinkering with a this new approach in part because it wouldn't necessitate the PCs carrying and using so many of them.
 
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There's definitely some appeal to that simplification, but it wouldn't be achieving the same effect.


It's not exactly going to "swamp" the dice, at least not until higher levels. It really comes down to how good you want the healing to be.


Tying what to hit dice? Are you talking about 5E now? My proposed rules tweak doesn't have a cap like WWN.



The existing status quo, yes, is that if you're higher level you hopefully have a Cleric dedicated to maxing out preparing Cure spells in downtime, and that's how higher level characters recover. I've been experienced with that solution for a few decades now and I'm not in love with it.


In the last multi-year campaign I ran, I just made healing potions and scrolls easily affordable and available. I'm tinkering with a this new approach in part because it wouldn't necessitate the PCs carrying and using so many of them.
I wonder, in practise, do your players use potions and wand mostly in combat or out of combat?
 


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