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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="Evaniel" data-source="post: 9707249" data-attributes="member: 7037705"><p>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 <em>think</em> 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.</p><p></p><p>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?</p><p></p><p>I'm actually okay with it.</p><p></p><p>So where am I going with this? Professional athletes. Bare with me.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Evaniel, post: 9707249, member: 7037705"] 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 [I]think[/I] 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. [/QUOTE]
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Healing tweak - proportionality
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