Traycor
Explorer
Novem5er said:Remember that HP in D&D doesn't represent just physical harm. Minor cuts, bruises, etc. A higher level character has more HP, not because he's suddenly more resilient to cutting blades, but because he's learned how to roll with the bunch, to twist aside the blade, and to generally avoid that killing blow.
Thus, it was always ridiculous that divine magic was the only source of instant healing. Yes, suddenly curing a deadly cut that's spurting arterial blood... miracle!
That old Dwarf catching his breath, manning-up and rolling with more blows? The gods be praised!!!
Seriously, there should always have been alternative means to gaining HP. Maybe for negative HP (-1 through -9), divine healing would be required, but in other situations...
Examples:
A fellow party-member dies: the rest of the part gets enraged/inspired and gains HP to fight on.
A party member lands a really good hit (critical); the rest of the party gets inspired and fights on.
After a long road and many wounds, a Bard recounts a story of legendary heroes... the PCs are inspired, heal some HP, and continue on to the climatic battle.
A leader character (like Tanis Half-elven) rallies his comrades for one final push. Heal HP and fight on... no maggots needed.
This is how I imagine it will be.