JamesonCourage
Adventurer
My RPG uses something I think might fit this. Base instant healing is 'hard' to do (around level 2 spells), but it only converts your the cured HP to nonlethal damage (which can still mean you're passed out or staggered, rather than fine, if you're very badly hurt before healing begins). Also, you can only have so much nonlethal on your before more nonlethal converts to lethal (the nonlethal cap I use is 10 + Con score). (As a side note, in my game, this healing also fatigues you, but that isn't strictly necessary for this answer.)As an aside, I challenge anyone to come up with a healing mechanics that uses D&D-ish abstract hit points and accomplishes all of the following:
A. There is a finite limit on how much a character can take in a relatively small amount of time, despite external sources of healing being available (such as cure light wounds or potions of healing).
B. The system is elegant, reasonably simple to use and track, and at least nods towards game play and simulation of a typical D&D universe. For example, it's ok for it to support gritty play, but not if the grit excludes more epic play. It's ok for it to model the physics of healing somewhat, but not at the full exclusion of all game decisions.
C. The mechanics do not show much correspondence to the surge mechanics.
I don't think it can be done. If you think me wrong, I'd really like to see your answer.![]()
So, if you have 25 HP and a 10 Con, and take damage down to 5, and heal that damage, you have 25 HP, but 20 nonlethal. Any more healing means it's converted to lethal again -the wounds are trying to be healed, but your body needs rest before it can be healed more, since healing the damage is still kicking the crap out of your body.
So, to go over your guidelines:
Check. You can only heal about 20-30 in a short period of time before you're capped and need to wait hours to heal the nonlethal.A. There is a finite limit on how much a character can take in a relatively small amount of time, despite external sources of healing being available (such as cure light wounds or potions of healing).
I think it fits this. Nonlethal has always been easy for me to track, and specialized healers can use more powerful magic to bypass the conversion (or the fatigue, but again, not necessary anyways). If you don't want it, don't use more specialized healing magic.B. The system is elegant, reasonably simple to use and track, and at least nods towards game play and simulation of a typical D&D universe. For example, it's ok for it to support gritty play, but not if the grit excludes more epic play. It's ok for it to model the physics of healing somewhat, but not at the full exclusion of all game decisions.
They don't look or feel like surges at all, to me. They accomplish some of the same goals, though.C. The mechanics do not show much correspondence to the surge mechanics.
What do you think? Nonlethal too difficult or fiddly to track? Any problems you can see in it? The numbers (like the cap, etc.) can obviously be tweaked to fit 5e instead of my RPG, and I think dials would be easy enough to set. Thoughts? As always, play what you like
