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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="AbdulAlhazred" data-source="post: 5846124" data-attributes="member: 82106"><p>The difference with two totals is there is a built in 'rachet' effect. You can lose vitality all day and it is easily restored. Every time you lose wounds it is hard to heal them up again or at least takes some kind of limited resource.</p><p></p><p>The result is if the fighter gets the tar pounded out of him in an encounter and he's down to 1/10 of his normal hit points he can stop and rest afterwards and be at 60% but he'll have a harder time going above that, and the next fight will be consequently more dangerous. </p><p></p><p>I think this system does accomplish something useful and approaches the 4e system in terms of giving the players less reasons to stop and camp. It doesn't however remove the possibility that you got beat up in the first five minutes and retreat. Basically as soon as someone gets into wounds and there's no time pressure you kind of might as well pull out and rest. The virtue of HS was that a couple surges down really didn't mean too much right off. You were as likely tempted to just go on and figure you still had pretty much as good a shot in the next encounter one way or the other. It would catch up to you eventually, but not till the end of the day.</p><p></p><p>With this system you're really just as tempted to break off NOW as with straight hit points, and that encourages the concept that magical healing accessories are a needed item. It also makes the 4e model of encounter healing resources not work. I'm not sure what I think about that yet, but it was a model that worked pretty well.</p><p></p><p>Mostly what I like about the 4e HP/healing model is the decoupling of the immediate situation from the long-term situation. You can have plenty of healing POTENTIAL (HS) and yet still be deader than a doornail if you get hit hard enough. Likewise you can be slowly nickeled and dimed to death, which you can't so easily in this system (or it takes a special rule, etc).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5846124, member: 82106"] The difference with two totals is there is a built in 'rachet' effect. You can lose vitality all day and it is easily restored. Every time you lose wounds it is hard to heal them up again or at least takes some kind of limited resource. The result is if the fighter gets the tar pounded out of him in an encounter and he's down to 1/10 of his normal hit points he can stop and rest afterwards and be at 60% but he'll have a harder time going above that, and the next fight will be consequently more dangerous. I think this system does accomplish something useful and approaches the 4e system in terms of giving the players less reasons to stop and camp. It doesn't however remove the possibility that you got beat up in the first five minutes and retreat. Basically as soon as someone gets into wounds and there's no time pressure you kind of might as well pull out and rest. The virtue of HS was that a couple surges down really didn't mean too much right off. You were as likely tempted to just go on and figure you still had pretty much as good a shot in the next encounter one way or the other. It would catch up to you eventually, but not till the end of the day. With this system you're really just as tempted to break off NOW as with straight hit points, and that encourages the concept that magical healing accessories are a needed item. It also makes the 4e model of encounter healing resources not work. I'm not sure what I think about that yet, but it was a model that worked pretty well. Mostly what I like about the 4e HP/healing model is the decoupling of the immediate situation from the long-term situation. You can have plenty of healing POTENTIAL (HS) and yet still be deader than a doornail if you get hit hard enough. Likewise you can be slowly nickeled and dimed to death, which you can't so easily in this system (or it takes a special rule, etc). [/QUOTE]
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