OSR Healing tweak - proportionality

Seems logical but got me thinking on healing spells being powered by divine power and not the recipient. Kind of like putting $20 of gas into a car but your car can hold 20 gallons and mine only 10. The $20 of gas (1st level spell) is enough for 6 gallons which will fill mine more than yours. Rereading it, this sounds a bit like one of those test problems back in middle school.

The other thought was on damaging spells and if healing is more balanced to the damage from other spells. A minor argument could be if healing is based on character traits and class traits couldn't damage? A giant has more space and skin to burn from a fireball than a halfling if the fireball damages X many square feet. The halfling is only in one small area but the giant fills 10times as much. Then we might start with humans taking damage and halflings taking half, but maybe on CON saves halflings now have the penalty.
 

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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)
What you describe about older editions' per day healing used to bother me until very recently, but I think I see it differently now. I think it has something to do with looking at hit points as combat efficacy versus meatbag points. In older editions, hit points were really the thing that distinguished staying power in combat (although to-hit bonus and damage were also factors). In more modern editions, there are so many more contributing factors, powers, abilities, etc. that this isn't quite so clearly the case.

So, let's go with B/X. Fred the 5th level Fighter takes a butt-whupping, bringing him from his 22 hit points down to 2 hit points. Corey the Commoner gets slapped in the face, bringing him from his 3 hit points down to 2 hit points. At B/X's per/day healing rate (1d3), it will take Corey one day to fully recover, whereas it will take Fred anywhere from 7 to 10 days. It doesn't sound right, does it?

I'm actually okay with it.

So where am I going with this? Professional athletes. Bare with me.

After a day of getting nearly beaten to death, Fred is just as good (if not possibly better!) than Corey in a fight. He has 3 to 5 hit points, and training to boot. After another day or two, he's as good as two Coreys. He's not at full fighting capacity--maybe he has an inflamed hamstring?--but even hurt he's unfathomably better at combat than most normal people.

To me, this is kinda like when a pro athlete has to be on the shelf for months at a time to recover from an injury. I'm willing to bet that to most of us folks walking around--assuming they've regained mobility--that person would seem like a god if we were to play a pickup match with them.

Narratively, to me the extra time to heal is to let them be back on top of their game as an elite combatant. Gamewise, down time between expeditions was a big balancing factor in earlier editions. Want to get back to crawlin' sooner? Pay the local temple for some cure spells.

I've been playing for dang near 4 decades at this point, and I've only recently come around to this way of thinking having picked OSE back up. I've liked how it's made the first few levels of play take time and make those characters feel lived in. I'm coming to believe that slower healing rates make for a better game. YMMV, IMHO, etc. etc.
 

I've been playing for dang near 4 decades at this point, and I've only recently come around to this way of thinking having picked OSE back up. I've liked how it's made the first few levels of play take time and make those characters feel lived in. I'm coming to believe that slower healing rates make for a better game. YMMV, IMHO, etc. etc.

I, too, wanted to get a bit more of that feel .... I may have gone a bit more into rapid gaining of hit points, however.

Long rest:
A long rest is defined as eight hours time, during which three quarters of (ie: six hours minimum)
must be spent being sedentary. After such a time, a being will regain hit points equal to the
maximum of its level hit dice plus its constitution bonus, if any. Thus, a fighter with a 15
constitution will regain 11 points per eight hours of rest. A nature cleric with no constitution bonus
would gain six hit points per eight hours.
A being must be at full body points to recover hit points from a long rest.
Long rests may be consecutive. Thus, a fighter with a 15 constitution will regain 33 hit points for a
full day’s rest.

To me, this means healing for higher-level characters still takes time.
 

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