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*Pathfinder & Starfinder
How should D&D handle healing?
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<blockquote data-quote="Minigiant" data-source="post: 6239945" data-attributes="member: 63508"><p>I am in the "mostly scratches and bruises into you hit 0 HP" camp.</p><p></p><p>My idea system would have Second Wind, Inspirational healing, and First Aid as limited per day whereas magic healing is infinite. When you drop to 0HP, a PC rolls to see if they are knocked unconscious or if they toke a lethal wound and are dying. Second Wind and Inspirational Healing would each be once a day and only when not dying. First aid would be limited per day and would be very weak healing or stabilize a dying person.</p><p></p><p>Rest heals you to full in 1-3 days since you are only "scratched up and bruised" until you hit 0HP. People who hit 0HP and are/were dying need magic or actual doctors to return to adventuring shape.</p><p></p><p>Basically you don't need a cleric. You'd have resources to heal yourself without them. Clerical healing is for emergencies and for when people drop.</p><p></p><p>EDIT: So</p><p></p><p>Basically once a character hits 0 HP they roll a saving throw. Failure means they are "flagged" as wounded. "Flagged" characters can only be healed by doctors, long term rest, and magic. First aid, inspiration, and a night's rest no longer works on "flagged" characters because you have a hole in your gut.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6239945, member: 63508"] I am in the "mostly scratches and bruises into you hit 0 HP" camp. My idea system would have Second Wind, Inspirational healing, and First Aid as limited per day whereas magic healing is infinite. When you drop to 0HP, a PC rolls to see if they are knocked unconscious or if they toke a lethal wound and are dying. Second Wind and Inspirational Healing would each be once a day and only when not dying. First aid would be limited per day and would be very weak healing or stabilize a dying person. Rest heals you to full in 1-3 days since you are only "scratched up and bruised" until you hit 0HP. People who hit 0HP and are/were dying need magic or actual doctors to return to adventuring shape. Basically you don't need a cleric. You'd have resources to heal yourself without them. Clerical healing is for emergencies and for when people drop. EDIT: So Basically once a character hits 0 HP they roll a saving throw. Failure means they are "flagged" as wounded. "Flagged" characters can only be healed by doctors, long term rest, and magic. First aid, inspiration, and a night's rest no longer works on "flagged" characters because you have a hole in your gut. [/QUOTE]
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How should D&D handle healing?
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