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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Simple 5e Healing that reconciles pre-4e and post-4e HP styles
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<blockquote data-quote="Dragonblade" data-source="post: 5845695" data-attributes="member: 2804"><p>Actually I think it would add excitement. As long as you have 1 Wound, you'll have full Vitality and can always risk pressing on and checking out that next room. It makes the choice of going forward or camping a meaningful one instead of a no-brainer. It makes it easier for DMs to add time pressure in an adventure. It allows a DM to get away from the players hoarding wands and potions and being full strength for every fight which ironically is what I saw in 3e where you didn't have this model but you had easy magical healing.</p><p></p><p>Where is the excitement of a game where you might lose half your HPs, but you just chug a couple of potions or poke yourself with a sack full of CLW wands and you're instantly good to go anyway?</p><p></p><p>The goal is to allow players to play and explore without forcing them to frequently camp, nor forcing them to rely on magical healing. I despise the whole idea of explore three or four rooms and camp, rinse and repeat. And I'd like to get away from players having Cure wands and a sack of potions or a healbot cleric.</p><p></p><p></p><p></p><p>You still need armor and you still need healing classes. Not healing in battle because you have the expectation of recovering afterwards is a risky one. But thats what I like about it. Do you expend resources to recover now in the heat of battle? Or do you tough it out knowing that Wounds are harder to recover from? It makes those choices meaningful, IMO.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 5845695, member: 2804"] Actually I think it would add excitement. As long as you have 1 Wound, you'll have full Vitality and can always risk pressing on and checking out that next room. It makes the choice of going forward or camping a meaningful one instead of a no-brainer. It makes it easier for DMs to add time pressure in an adventure. It allows a DM to get away from the players hoarding wands and potions and being full strength for every fight which ironically is what I saw in 3e where you didn't have this model but you had easy magical healing. Where is the excitement of a game where you might lose half your HPs, but you just chug a couple of potions or poke yourself with a sack full of CLW wands and you're instantly good to go anyway? The goal is to allow players to play and explore without forcing them to frequently camp, nor forcing them to rely on magical healing. I despise the whole idea of explore three or four rooms and camp, rinse and repeat. And I'd like to get away from players having Cure wands and a sack of potions or a healbot cleric. You still need armor and you still need healing classes. Not healing in battle because you have the expectation of recovering afterwards is a risky one. But thats what I like about it. Do you expend resources to recover now in the heat of battle? Or do you tough it out knowing that Wounds are harder to recover from? It makes those choices meaningful, IMO. [/QUOTE]
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Simple 5e Healing that reconciles pre-4e and post-4e HP styles
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