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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Jonathan Tweet: Third Edition and Per-Day Spells
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 7926225" data-attributes="member: 32740"><p>A very useful change I employed in my 1E games was how healing works, especially from spells, which I determined to be a significant source of the problem.</p><p></p><p>First, after every fight, PC's can recover at least 25% of their hit points - IF they can rest for at least 10 minutes after the fight. Those hit points are then assumed to be fatigue, but you can't recover fatigue if you can't/don't rest long enough or if you drop to 0 hit points or lower. Second, individuals can only benefit from a limited amount of spell healing per day; an amount effectively equal to their maximum hit points. Mostly, that healing takes place as a RITUAL which can't be done in combat. Clerics and other healers also have limits on the amount of healing they can hand out. Healing spells that can be cast in combat also draw against these limits. All healing is done in terms of hit dice of the PC receiving it. So fighters get d10 dice from healing sources, but magic-users only get d4's.</p><p></p><p>Choosing healing spells then is a matter of mostly keeping people alive in combat and then finishing what healing can be provided in rituals outside of combat. The 15-minute workday is at least less effective a strategy because the amount of healing that can be provided AND received are both reduced. Yet PC's who manage to rest regularly after fights CAN risk continuing on longer, albeit with more limited hit points.</p><p></p><p>It wasn't a complete fix-all but it was a significant step in the right direction.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 7926225, member: 32740"] A very useful change I employed in my 1E games was how healing works, especially from spells, which I determined to be a significant source of the problem. First, after every fight, PC's can recover at least 25% of their hit points - IF they can rest for at least 10 minutes after the fight. Those hit points are then assumed to be fatigue, but you can't recover fatigue if you can't/don't rest long enough or if you drop to 0 hit points or lower. Second, individuals can only benefit from a limited amount of spell healing per day; an amount effectively equal to their maximum hit points. Mostly, that healing takes place as a RITUAL which can't be done in combat. Clerics and other healers also have limits on the amount of healing they can hand out. Healing spells that can be cast in combat also draw against these limits. All healing is done in terms of hit dice of the PC receiving it. So fighters get d10 dice from healing sources, but magic-users only get d4's. Choosing healing spells then is a matter of mostly keeping people alive in combat and then finishing what healing can be provided in rituals outside of combat. The 15-minute workday is at least less effective a strategy because the amount of healing that can be provided AND received are both reduced. Yet PC's who manage to rest regularly after fights CAN risk continuing on longer, albeit with more limited hit points. It wasn't a complete fix-all but it was a significant step in the right direction. [/QUOTE]
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Jonathan Tweet: Third Edition and Per-Day Spells
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