SteveC
Doing the best imitation of myself
This is a very important point, and one that a lot of GMs who have made significant changes to the HP system forget. At medium to high levels, even with smart play, you need to heal within a combat to survive it. I played in one campaign briefly that used the "damage conversion" rules where armor transferred some damage from lethal to non-lethal and healing spells did the same. The cure critical wounds transformed 4D8+caster level lethal damage to non-lethal as an example. Without adjusting the combats, once the group reached any real power, the game became ultimately deadly. You were hit all the time, and there was no real way to get HP back in combat.Ipissimus said:As for taking healing away completely... it's not as easy as just crossing out the spells from the list. If you run a combat heavy campaign, then the rules for damage need to be changed so that you can expect the players a decent chance of survival. HP run out like sand through an hourglass with a broken bottom, particular in tougher encounters. If you're playing a combat light campaign where the characters can expect to get into a tough fight once every month or so, you're probably going to be ok. Maybe. If they're lucky.
I remember one combat with hill giants, where one by one the characters were knocked unconscious, where a follow-up blow killed them. Not fun at all.
Assumptions about healing are built into the rules, but they can be tweaked...you just have to be VERY careful about how you do it!
--Steve