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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Healing tweak - proportionality
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<blockquote data-quote="Lanefan" data-source="post: 9703242" data-attributes="member: 29398"><p>For simple resting, proportionality makes loads of sense IMO. That a 75 h.p. Fighter and a 20 h.p. Mage each can only rest back 1 hit point per night (as per 1e RAW) is silly.</p><p></p><p>Further, people in the setting would heal and recover at vaguely the same rate regardless of their class etc.</p><p></p><p>And so, a long time ago I made it that an overnight (or, in 5e terms, "long") rest gets you back 10% of your total h.p., rounding ALL fractions up; i.e. someone with 29 h.p gets back 3 while someone with 31 h.p. gets back 4. We call this a character's "Heal Rate", or HR. Result: absent any other means of healing everyone rests back to full in at absolute most 10 days (usually quite a bit less) no matter how many h.p. they have in total.</p><p></p><p>Now, we do use a body-point/fatigue-point system which complicates things a bit, but that's our headache to deal with. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One could, for the sake of either variety or realism or both, complicate this slightly by tweaking the numbers by species e.g. Hobbits naturally recover a bit faster, Elves a bit slower, and so forth; probably a simple +1 or -1 (to a minimum of 1) baked in to the HR would be enough.</p><p></p><p>Curing spells, items, herbs, and other effects, however, do what they do without regard to the level of either caster (they don't scale with level) or recipient (they're not proportional). This is somewhat intentional, as healing otherwise gets too easy at mid-high levels* and doesn't really need any more help.</p><p></p><p>* - of course, once they get to 12th and <em>Heal</em> comes online it becomes trivial anyway, but IME most games have packed it in by that point.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9703242, member: 29398"] For simple resting, proportionality makes loads of sense IMO. That a 75 h.p. Fighter and a 20 h.p. Mage each can only rest back 1 hit point per night (as per 1e RAW) is silly. Further, people in the setting would heal and recover at vaguely the same rate regardless of their class etc. And so, a long time ago I made it that an overnight (or, in 5e terms, "long") rest gets you back 10% of your total h.p., rounding ALL fractions up; i.e. someone with 29 h.p gets back 3 while someone with 31 h.p. gets back 4. We call this a character's "Heal Rate", or HR. Result: absent any other means of healing everyone rests back to full in at absolute most 10 days (usually quite a bit less) no matter how many h.p. they have in total. Now, we do use a body-point/fatigue-point system which complicates things a bit, but that's our headache to deal with. :) One could, for the sake of either variety or realism or both, complicate this slightly by tweaking the numbers by species e.g. Hobbits naturally recover a bit faster, Elves a bit slower, and so forth; probably a simple +1 or -1 (to a minimum of 1) baked in to the HR would be enough. Curing spells, items, herbs, and other effects, however, do what they do without regard to the level of either caster (they don't scale with level) or recipient (they're not proportional). This is somewhat intentional, as healing otherwise gets too easy at mid-high levels* and doesn't really need any more help. * - of course, once they get to 12th and [I]Heal[/I] comes online it becomes trivial anyway, but IME most games have packed it in by that point. [/QUOTE]
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