Natural Healing: How long does it take to "heal" luck and skill?

BASHMAN

Basic Action Games
I am curious, because in the olden days, in AD&D, you healed 1 hp/day. Almost everybody houseruled to add your CON bonus to this. In 3e they changed ti to 1xyour level /day, and again almost everyone houseruled that your con bonus somehow helped (it was stupid that high con characters took the longest to heal).

But now with 4e, really stressing the "abstract" nature of HP (to justify the Warlord's healing abilities, second wind, etc) I am wondering, how is Natural healing resolved? How long does it take to recover that lost "luck & skill" as opposed to actual physical trauma?

Edit: Something also, is that if HP = Luck & skill as well as toughness, maybe INT or CHA could add to it instead of CON (take teh best of the 3 I guess?)
 

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half level + CON bonus + CHA bonus? :uhoh:

I suppose we'll be seeing something different on this edition, anyway. Maybe it's related with Second Wind.

How does SWSE handles natural healing?
 

We know that everyone has self-healing abilities, so unless they go with "Can only use this ability if you are below 1/2 of your total HP", or the incredibly gamey "Can only use this ability in combat", I guess characters will heal completely in one day.
 

erf_beto said:
half level + CON bonus + CHA bonus? :uhoh:

I suppose we'll be seeing something different on this edition, anyway. Maybe it's related with Second Wind.

How does SWSE handles natural healing?

It's handled like natural healing in 3.5 with the caveat that you can't heal naturally while you have a persistant condition. However, if someone tends to a character using the 'Long Term Care' use of Treat Injury they gain a number of hit points equal to their character level (in addition to their natural healing allotment for the day). Like natural healing, you can only benefit from Long Term Care once every 24 hours. Additionally, anyone trained in Use the Force can enter a Force Trance where they gain a number of hitpoints equal to their character level every hour. There is no limit to how often a character can enter a Force Trance.
 

I'd say that it should take about 10 minutes to regain 90% of your hit points. The other 10% would represent bruises, scrathces and serious exhaustion that require sleep, bandaging and chicken soup to cure, so you'd only get that last 10% back by getting a good night's rest and a bit of TLC from a healer. If you've really been hurt--knocked into negative HP--I would say that it should take you a lot longer to heal naturally--days, weeks or even months. It won't work this way in RAW, I'm sure, because the designers just don't give a rat's ass whether HPs make sense or not*, but something like the above would be my house rules if I were trying to get better verisimilitude out of HP.

*Not saying they're right or wrong in that respect, just that it seems to be the case.
 

Campbell said:
It's handled like natural healing in 3.5 with the caveat that you can't heal naturally while you have a persistant condition. However, if someone tends to a character using the 'Long Term Care' use of Treat Injury they gain a number of hit points equal to their character level (in addition to their natural healing allotment for the day). Like natural healing, you can only benefit from Long Term Care once every 24 hours. Additionally, anyone trained in Use the Force can enter a Force Trance where they gain a number of hitpoints equal to their character level every hour. There is no limit to how often a character can enter a Force Trance.
In addition to what Campbell says, SWSE heroes all have a daily second wind that lets them heal up a significant chunk as long as they've got less than half their hp left. So when healing naturally, characters would likely get up to more than half their hp in a day or two, and then heal reasonably slowly after that.
 

arscott said:
In addition to what Campbell says, SWSE heroes all have a daily second wind that lets them heal up a significant chunk as long as they've got less than half their hp left. So when healing naturally, characters would likely get up to more than half their hp in a day or two, and then heal reasonably slowly after that.

So if someone is at 51% of their hit points it is beneficial for one of their friends to punch them so that they can heal?
 

epochrpg said:
I am curious, because in the olden days, in AD&D, you healed 1 hp/day. Almost everybody houseruled to add your CON bonus to this.

No, they didn't.

epochrpg said:
In 3e they changed ti to 1xyour level /day, and again almost everyone houseruled that your con bonus somehow helped (it was stupid that high con characters took the longest to heal).

No, they didn't. And watch out with the whole stupid thing.

The reason that it went to "your level per day" was because of skill. Its always been skill. A hit that would kill a low level charecter scratches a high level one. Since that hit is only a scratch, it heals faster.

Problem already solved.
 

TerraDave said:
The reason that it went to "your level per day" was because of skill. Its always been skill. A hit that would kill a low level charecter scratches a high level one. Since that hit is only a scratch, it heals faster.

Problem already solved.
If there was an implied explanation in there for why high-Con characters should take longer to heal, I missed it. Also, I'm curious as to whether you've got a good rationalization for healing that isn't based on the recipient's level. That is, why does a high-level Fighter take more juice out of the Cleric? Does divine healing work to restore depleted luck as well as physical health?

I know the abstract definition of hit points is correct; I just think that (in previous editions, at least) the developers often forgot about it.
 

If healing is tied to level it automatically takes into consideration ones luck,skill, INT, CHA and every other stat; without them one wouldn't be the level they are.
 

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