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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Keep on the Borderland and no healing...?
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<blockquote data-quote="overgeeked" data-source="post: 9390191" data-attributes="member: 86653"><p>I'd let the game play out as written. You're using OSE Advanced, right? They get 1d3 hp per full day of rest. Unless a fighter rolled max hp, that's no more than 8 days (all nat 1s) to fully heal. They can and should use that down time to plan their next assault on the caves. And there's always the time jump. "A week goes by and you're fully healed..."</p><p></p><p>As mentioned, the earliest editions all play out like proper military campaigns, complete with logistics and planning. It's combat as war. Lots of uses of oil and fire for Molotov cocktails. Hiring retainers. Buying war dogs. Burning plant matter to smoke out the monsters. Interacting with the environment. Using faction play to turn sets of monsters against each other. That's what Charisma and reaction tables are for. Not every encounter is a fight. Literally anything and everything to give themselves as many advantages as possible before rolling any dice. Combat is lethal and healing is slower than frozen molasses.</p><p></p><p>If they're simply charging in without a plan, without stacking the odds in their favor, then it should be an incredibly harsh and unforgiving experience.</p><p></p><p>If that's not the style you're going for, it's a fairly easy fix. As you mention, putting in fairly cheap healing scrolls and potions is an option. So is cranking up the natural healing rate. Bumping up the die type healed per day is an option, so is giving bonuses to the healing roll, but so is modern full healing overnight. The great thing about the older editions is they're flexible and easily hacked. As long as it's mostly where you want it, a few tweaks here and there won't throw anything out of whack.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9390191, member: 86653"] I'd let the game play out as written. You're using OSE Advanced, right? They get 1d3 hp per full day of rest. Unless a fighter rolled max hp, that's no more than 8 days (all nat 1s) to fully heal. They can and should use that down time to plan their next assault on the caves. And there's always the time jump. "A week goes by and you're fully healed..." As mentioned, the earliest editions all play out like proper military campaigns, complete with logistics and planning. It's combat as war. Lots of uses of oil and fire for Molotov cocktails. Hiring retainers. Buying war dogs. Burning plant matter to smoke out the monsters. Interacting with the environment. Using faction play to turn sets of monsters against each other. That's what Charisma and reaction tables are for. Not every encounter is a fight. Literally anything and everything to give themselves as many advantages as possible before rolling any dice. Combat is lethal and healing is slower than frozen molasses. If they're simply charging in without a plan, without stacking the odds in their favor, then it should be an incredibly harsh and unforgiving experience. If that's not the style you're going for, it's a fairly easy fix. As you mention, putting in fairly cheap healing scrolls and potions is an option. So is cranking up the natural healing rate. Bumping up the die type healed per day is an option, so is giving bonuses to the healing roll, but so is modern full healing overnight. The great thing about the older editions is they're flexible and easily hacked. As long as it's mostly where you want it, a few tweaks here and there won't throw anything out of whack. [/QUOTE]
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Keep on the Borderland and no healing...?
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