Reason: To give GMs and world designers ideas.
On the world of Dragon Earth magical healing works differently than in standard D&D. Instead of instantaneously the healing occurs over the course of hours, taking as many hours as it would days normally. The amount of healing is rolled for normally, than the standard healing rate per day is applied on an hourly basis until the rolled for healing is completedp.
Lets say a party is on a reclamation expedition into Southern China. (While relations between the U.S. and the Chinese Republic are strained, they do cooperate on reclamation efforts.) While checking out a village a few miles inside the Dead Lands they are attacked by a ghoul and their fighter (U.S. Army sergeant, fifth level) is serious injured. 22 points of seriously injured. The party cleric (6th level field physician, civilian contractor) applies a Cure Serious Wounds and heals a grand total of 20 points. Given the soldier's level it will take, at 5 points an hour, 4 hours at complete rest for the healing to complete.
The same rules for standard healing apply to magical healing. The patient must rest to some degree, with no strenuous activity. Meaning no combat. As you can see, this changes adventure dynamics a whole bunch. No more heal and continue; even if it's only for an hour or two the party must find a place to hole up until the injured party has healed. If they can most groups head back to town. When they can't, and they have no local allies, it could put them in serious danger.
Can't locate my copy of the PHB (3.0) so fine tuning of this scheme will have to wait for later. If you have (courteous) comments pro or con on this feel free to add them. Up next, healing potions (etc.) on Dragon Earth.
On the world of Dragon Earth magical healing works differently than in standard D&D. Instead of instantaneously the healing occurs over the course of hours, taking as many hours as it would days normally. The amount of healing is rolled for normally, than the standard healing rate per day is applied on an hourly basis until the rolled for healing is completedp.
Lets say a party is on a reclamation expedition into Southern China. (While relations between the U.S. and the Chinese Republic are strained, they do cooperate on reclamation efforts.) While checking out a village a few miles inside the Dead Lands they are attacked by a ghoul and their fighter (U.S. Army sergeant, fifth level) is serious injured. 22 points of seriously injured. The party cleric (6th level field physician, civilian contractor) applies a Cure Serious Wounds and heals a grand total of 20 points. Given the soldier's level it will take, at 5 points an hour, 4 hours at complete rest for the healing to complete.
The same rules for standard healing apply to magical healing. The patient must rest to some degree, with no strenuous activity. Meaning no combat. As you can see, this changes adventure dynamics a whole bunch. No more heal and continue; even if it's only for an hour or two the party must find a place to hole up until the injured party has healed. If they can most groups head back to town. When they can't, and they have no local allies, it could put them in serious danger.
Can't locate my copy of the PHB (3.0) so fine tuning of this scheme will have to wait for later. If you have (courteous) comments pro or con on this feel free to add them. Up next, healing potions (etc.) on Dragon Earth.


