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The Healing Paradox
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<blockquote data-quote="pemerton" data-source="post: 5948146" data-attributes="member: 42582"><p>I don't see how this would deal with the OP's issue - it seems to make resting, to recover magical resources, more attractive. It also ties healing to gold (which presumably can be used to buy magical resources, as per 3E, or per the clerical spell casting list in the AD&D DMG), which makes balancing treasure harder rather than easier.</p><p></p><p></p><p>But why would we not just rest, recover that -1 penalty from resting, <em>and</em> memorise the Bless spell to get a further +1 buff?</p><p></p><p>In other words, where does the reason to keep going come from?</p><p></p><p>With my 4e group, I've found that action points, <em>plus</em> daily item abilities, plus some magic items keyed to milestones (eg the paladin has Meliorating Armour: +1 to AC per milestone) help reinforce the story reasons for pushing on. They are not enough on their own.</p><p></p><p>Burning Wheel has another interesting mechanic that is relevant here: the "reward" for pushing on when wounded is that DCs become (relatively) harder to hit - because of wound penalties - and in that system you <em>need</em> to tackle (without necessarily succeeding at) hard DCs or you won't advance. So being wounded actually facilitates advancement at the same time that it makes failure more likley.</p><p></p><p>A further feature of Burning Wheel that helps make this work is that "failure" doesn't generally mean character death. It means unexpected complications, that the <em>PC</em> did not desire but that the <em>player</em> can probably derive enjoyment from.</p><p></p><p>Part of what creates the pressure towards healing in D&D, in my view, is not just the relative lack of reward for pushing on, but that the consequences of failure are generally so brutal. I think that if D&Dnext revisits the issue of consequences for failure, it could help address many issues: healing; making players more willing to use a range of stats in action resolution; making balancing PCs across the 3 pillars more viable; combining with flatter math to make more story elements more viable at more levels.</p><p></p><p>But there is no sign in the playtest that they are looking at this issue of consequences. The stakes in the Cave of Chaos still seem to be "succeed or die".</p></blockquote><p></p>
[QUOTE="pemerton, post: 5948146, member: 42582"] I don't see how this would deal with the OP's issue - it seems to make resting, to recover magical resources, more attractive. It also ties healing to gold (which presumably can be used to buy magical resources, as per 3E, or per the clerical spell casting list in the AD&D DMG), which makes balancing treasure harder rather than easier. But why would we not just rest, recover that -1 penalty from resting, [I]and[/I] memorise the Bless spell to get a further +1 buff? In other words, where does the reason to keep going come from? With my 4e group, I've found that action points, [I]plus[/I] daily item abilities, plus some magic items keyed to milestones (eg the paladin has Meliorating Armour: +1 to AC per milestone) help reinforce the story reasons for pushing on. They are not enough on their own. Burning Wheel has another interesting mechanic that is relevant here: the "reward" for pushing on when wounded is that DCs become (relatively) harder to hit - because of wound penalties - and in that system you [I]need[/I] to tackle (without necessarily succeeding at) hard DCs or you won't advance. So being wounded actually facilitates advancement at the same time that it makes failure more likley. A further feature of Burning Wheel that helps make this work is that "failure" doesn't generally mean character death. It means unexpected complications, that the [I]PC[/I] did not desire but that the [I]player[/I] can probably derive enjoyment from. Part of what creates the pressure towards healing in D&D, in my view, is not just the relative lack of reward for pushing on, but that the consequences of failure are generally so brutal. I think that if D&Dnext revisits the issue of consequences for failure, it could help address many issues: healing; making players more willing to use a range of stats in action resolution; making balancing PCs across the 3 pillars more viable; combining with flatter math to make more story elements more viable at more levels. But there is no sign in the playtest that they are looking at this issue of consequences. The stakes in the Cave of Chaos still seem to be "succeed or die". [/QUOTE]
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