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How should D&D handle healing?
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<blockquote data-quote="howandwhy99" data-source="post: 6240023" data-attributes="member: 3192"><p>Wikipedia says "Healing (literally meaning to make whole[1]) is the process of the restoration of health to an unbalanced, diseased or damaged organism." </p><p></p><p>That's good for me. Healing is a living body regrowing itself as whole as the system supports. Sometimes that means regeneration of lost limbs, more often it means regrowth of muscle, skin, blood vessels and the like. Certain things don't grow back like cut ligaments in either case, but plenty does. </p><p></p><p>Hit Points in D&D I see as a resource with a basement threshold of cessation rather than a resource of degrees tied to abilities. Meaning, you aren't at your best as an attacker and defender if you have full HP and worse if you're down any HPs. Rather your body sustains itself until it fails to.</p><p></p><p>Hit Points are a portion of structural integrity, but not all of it. "Meat" isn't what is accounted for in whole, but rather how much the design of that "meat" must stay intact to maintain ongoing Life functions. </p><p></p><p>Like a computer can take a beating and still function perfectly normal, some of us can take some major hits and keep on trucking. But one hit can end all that, for computers or us. Some areas are more vulnerable, some less. And protection can be used in both cases. </p><p></p><p>Healing in videogames is often very fast in order to maintain near constant combat. In D&D I suggest it is the whole game which is important. It is a huge game mostly played on the strategic scale. players judge when to back out of the dungeon or find safe places to rest based in part on their PCs hit point totals. They might spend two sessions sneaking out of a dungeon because they are so low on HP they fear running into any monsters.</p><p></p><p>I believe healing should restore a self-restoring system like people, but I think it should take about as long as it takes for humans when playing a human. This could be faster or longer with other creatures and perhaps not at all with non-self-restoring systems. IOW, HPs are only regained by outside action to repair the character.</p><p></p><p>How long different healing types take is about balancing playable races, which means relative to whatever baseline for race is being used. D&D is all about the human as the baseline for everything, So other races, whether they be robots or water elementals, generally conform to within the certain span of abilities humans have to promote cooperation as a group. Near or demi-humans are both similar and different enough to make them unique yet playable with humans. Other options can seriously affect the game and require different settings or setting support for cooperation. (Think of air-breathing characters and water-breathing ones adventuring together).</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6240023, member: 3192"] Wikipedia says "Healing (literally meaning to make whole[1]) is the process of the restoration of health to an unbalanced, diseased or damaged organism." That's good for me. Healing is a living body regrowing itself as whole as the system supports. Sometimes that means regeneration of lost limbs, more often it means regrowth of muscle, skin, blood vessels and the like. Certain things don't grow back like cut ligaments in either case, but plenty does. Hit Points in D&D I see as a resource with a basement threshold of cessation rather than a resource of degrees tied to abilities. Meaning, you aren't at your best as an attacker and defender if you have full HP and worse if you're down any HPs. Rather your body sustains itself until it fails to. Hit Points are a portion of structural integrity, but not all of it. "Meat" isn't what is accounted for in whole, but rather how much the design of that "meat" must stay intact to maintain ongoing Life functions. Like a computer can take a beating and still function perfectly normal, some of us can take some major hits and keep on trucking. But one hit can end all that, for computers or us. Some areas are more vulnerable, some less. And protection can be used in both cases. Healing in videogames is often very fast in order to maintain near constant combat. In D&D I suggest it is the whole game which is important. It is a huge game mostly played on the strategic scale. players judge when to back out of the dungeon or find safe places to rest based in part on their PCs hit point totals. They might spend two sessions sneaking out of a dungeon because they are so low on HP they fear running into any monsters. I believe healing should restore a self-restoring system like people, but I think it should take about as long as it takes for humans when playing a human. This could be faster or longer with other creatures and perhaps not at all with non-self-restoring systems. IOW, HPs are only regained by outside action to repair the character. How long different healing types take is about balancing playable races, which means relative to whatever baseline for race is being used. D&D is all about the human as the baseline for everything, So other races, whether they be robots or water elementals, generally conform to within the certain span of abilities humans have to promote cooperation as a group. Near or demi-humans are both similar and different enough to make them unique yet playable with humans. Other options can seriously affect the game and require different settings or setting support for cooperation. (Think of air-breathing characters and water-breathing ones adventuring together). [/QUOTE]
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How should D&D handle healing?
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