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Houserule: Variant Natural Healing - Still Uses Hit Points (Feedback Wanted)
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<blockquote data-quote="UngainlyTitan" data-source="post: 8979027" data-attributes="member: 28487"><p>I am afraid that my first response is "What problem does this solve". I mean that if you like it go for it. It works as well as any other attempt.</p><p></p><p>The chief difference I see from early D&D (and probably replicated in OSR and games designed to evoke the fragility of earlier characters) was that there was not much organic magical healing available to the party outside of potions and wands. </p><p></p><p>In modern D&D there is plenty of magical healing available and the chief complaint I see with regards to 5e is that the action economy punishes healing before a character drops to zero.</p><p>In that the healing output of a spell cannot match the incoming damage so it is better for the potential healer to do some damage and then when their ally drops bring them up again before their turn starts so as not to loose action.</p><p>This is narratively unsatisfying to pretty much everybody, but your rule changes will have no effect on that.</p><p></p><p>This was essentially fixed in 4e because the amount headed was determined by the healing surge value and the number of daily healing surges tended to dictate the adventuring day rather than the available combat resources. </p><p>You cannot go from where we are in 5e to a 4e healing surge resource since everything would have to be reworked to the point where the existing materials would be obsoleted.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 8979027, member: 28487"] I am afraid that my first response is "What problem does this solve". I mean that if you like it go for it. It works as well as any other attempt. The chief difference I see from early D&D (and probably replicated in OSR and games designed to evoke the fragility of earlier characters) was that there was not much organic magical healing available to the party outside of potions and wands. In modern D&D there is plenty of magical healing available and the chief complaint I see with regards to 5e is that the action economy punishes healing before a character drops to zero. In that the healing output of a spell cannot match the incoming damage so it is better for the potential healer to do some damage and then when their ally drops bring them up again before their turn starts so as not to loose action. This is narratively unsatisfying to pretty much everybody, but your rule changes will have no effect on that. This was essentially fixed in 4e because the amount headed was determined by the healing surge value and the number of daily healing surges tended to dictate the adventuring day rather than the available combat resources. You cannot go from where we are in 5e to a 4e healing surge resource since everything would have to be reworked to the point where the existing materials would be obsoleted. [/QUOTE]
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Houserule: Variant Natural Healing - Still Uses Hit Points (Feedback Wanted)
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