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General Tabletop Discussion
*Pathfinder & Starfinder
How should D&D handle healing?
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<blockquote data-quote="3catcircus" data-source="post: 6240311" data-attributes="member: 16077"><p>So - why not treat healing (and wounds) with some more verisimiltude?</p><p></p><p>I've previously talked about making hit points act as thresholds for wounds, <a href="http://www.enworld.org/forum/showthread.php?350447-A-death-amp-dying-system-that-can-t-skip-Dying&p=6239001&viewfull=1#post6239001" target="_blank">here</a>.</p><p></p><p>If we use a similar approach, other than magic, healing would be based upon time, Con score, shelter/food/disease/infection factors, and the heal skill of the attending chirurgeon/physician.</p><p></p><p>So - your Con score would form a base "healing factor" from 1 to 4, shelter would add/subtract, lack of food/water would subtract, fatigue would subtract, the skill level of the attending would add, and so on. The time for a wound level would be divided by this healing factor. At the end of that time period, the wound level would decrease by one level.</p><p></p><p>Base time (assuming a healing factor of 1) would be 10 days for a slight wound up to 180 days for a critical wound - and critical wounds would have a Will save - failure would result in no healing to the next lower level AND a Fort save - failure of which would result in some permanent impairment.</p><p></p><p>Obviously - you could adapt it such that magic takes the place of he heal skill or the cure "level" bumps wounds down by a level (dependent upon how gritty you want to get). So cure light, mod, serious, crit could either add +1 to +4 to the healing factor - resulting in wounds still taking time to heal, or it could instantly heal a wound of the specific level down one level (i.e. a cure light wouldn't affect moderate, serious, or critical wounds, but it would reduce a slight wound to none and a cure crit could change a wound level from critical to serious. That same cure crit could also move a moderate wound down to slight.)</p></blockquote><p></p>
[QUOTE="3catcircus, post: 6240311, member: 16077"] So - why not treat healing (and wounds) with some more verisimiltude? I've previously talked about making hit points act as thresholds for wounds, [URL="http://www.enworld.org/forum/showthread.php?350447-A-death-amp-dying-system-that-can-t-skip-Dying&p=6239001&viewfull=1#post6239001"]here[/URL]. If we use a similar approach, other than magic, healing would be based upon time, Con score, shelter/food/disease/infection factors, and the heal skill of the attending chirurgeon/physician. So - your Con score would form a base "healing factor" from 1 to 4, shelter would add/subtract, lack of food/water would subtract, fatigue would subtract, the skill level of the attending would add, and so on. The time for a wound level would be divided by this healing factor. At the end of that time period, the wound level would decrease by one level. Base time (assuming a healing factor of 1) would be 10 days for a slight wound up to 180 days for a critical wound - and critical wounds would have a Will save - failure would result in no healing to the next lower level AND a Fort save - failure of which would result in some permanent impairment. Obviously - you could adapt it such that magic takes the place of he heal skill or the cure "level" bumps wounds down by a level (dependent upon how gritty you want to get). So cure light, mod, serious, crit could either add +1 to +4 to the healing factor - resulting in wounds still taking time to heal, or it could instantly heal a wound of the specific level down one level (i.e. a cure light wouldn't affect moderate, serious, or critical wounds, but it would reduce a slight wound to none and a cure crit could change a wound level from critical to serious. That same cure crit could also move a moderate wound down to slight.) [/QUOTE]
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How should D&D handle healing?
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