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L&L 5/21 - Hit Points, Our Old Friend
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<blockquote data-quote="Thraug" data-source="post: 5916889" data-attributes="member: 84157"><p>A couple of important aspects of healing that haven't been addressed by WOTC are resource recharge rates, and the huge difference between </p><p>parties with and without a healer. The article didn't mention the recharge rate of hit dice. A fast hit die recovery rate means characters </p><p>will almost always be fully healed, just as they have been when healing characters are in the party. Both a fast hit die recovery rate and </p><p>healers in the party make lasting injuries non-existent without house rules. Many, including me, do not like this. Having lasting </p><p>injuries/wounds/low-HP allows for great narrative. WOTC needs to allow for this style of play.</p><p></p><p>I'm in favor of slower recovery of HP with and without the presence of healing classes. I don't mind party's being able to handle multiple </p><p>combat encounters per day, but they shouldn't always pop right back up the next day after having having several encounters the previous day, </p><p>where their HP and resource were taxed. It's just goofy to me and lessons the impact of a sequence of tough combat encounters.</p><p></p><p>Next is resource recharging. Having resource recharge on a daily cycle makes for resource management (HP/spells/powers/etc) in overland </p><p>adventure campaigns meaningless. Infrequent combat encounters, typical in these types of campaigns, become trivialized unless they are </p><p>extremely hard on the party. It's not always desirable to have very hard single encounters just to challenge the party during overland </p><p>travels, or in campaigns with infrequent encounters. WOTC needs to address this as well.</p><p></p><p>The above go hand in hand, both of these related to resource recharge rates. I hope resources in DNDN at least have an option for, as </p><p>another poster wonderfully put, "gritty" options for recharge rates, allowing for lasting injuries and resource wear for campaigns that don't </p><p>always have multiple combat encounters per day.</p></blockquote><p></p>
[QUOTE="Thraug, post: 5916889, member: 84157"] A couple of important aspects of healing that haven't been addressed by WOTC are resource recharge rates, and the huge difference between parties with and without a healer. The article didn't mention the recharge rate of hit dice. A fast hit die recovery rate means characters will almost always be fully healed, just as they have been when healing characters are in the party. Both a fast hit die recovery rate and healers in the party make lasting injuries non-existent without house rules. Many, including me, do not like this. Having lasting injuries/wounds/low-HP allows for great narrative. WOTC needs to allow for this style of play. I'm in favor of slower recovery of HP with and without the presence of healing classes. I don't mind party's being able to handle multiple combat encounters per day, but they shouldn't always pop right back up the next day after having having several encounters the previous day, where their HP and resource were taxed. It's just goofy to me and lessons the impact of a sequence of tough combat encounters. Next is resource recharging. Having resource recharge on a daily cycle makes for resource management (HP/spells/powers/etc) in overland adventure campaigns meaningless. Infrequent combat encounters, typical in these types of campaigns, become trivialized unless they are extremely hard on the party. It's not always desirable to have very hard single encounters just to challenge the party during overland travels, or in campaigns with infrequent encounters. WOTC needs to address this as well. The above go hand in hand, both of these related to resource recharge rates. I hope resources in DNDN at least have an option for, as another poster wonderfully put, "gritty" options for recharge rates, allowing for lasting injuries and resource wear for campaigns that don't always have multiple combat encounters per day. [/QUOTE]
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