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The "real" reason the game has changed.
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<blockquote data-quote="Hussar" data-source="post: 5431823" data-attributes="member: 22779"><p>I think this gets to the last point I was making. </p><p></p><p>For some, there is no loss of narrative control because it almost never came up in any version of the game. For some, natural healing was never part of the narrative - you just had the cleric heal all wounds.</p><p></p><p>For others, narrative pacing was controlled by limiting (I assume) access to healing magic. Basic/Expert D&D, for example, makes magical healing VERY difficult - no bonus spells due to Wisdom (a major thing in AD&D) and no spells until 2nd level for clerics. AD&D, OTOH, mostly made this go away, because even if you couldn't heal everything by the next day, you most likely could the day after that. At worst, you generally lost 1 day.</p><p></p><p>Although, to be fair, if you went below 0 hit points, the penalties were far more severe - 1 week of bed rest per point under zero IIRC, something like that. </p><p></p><p>Of course, my arguement would be that you've just traded one sort of pacing for another. The DM or the group isn't deciding how much time passes, the rules are. The amount of time you must rest is dictated by the rules. The only real difference is that one set of rules forces more time to pass.</p><p></p><p>But, by 2e, which didn't have the resting after 0 hit points rule (I think - I could be wrong there) and certainly by 3e which I know didn't have those rules, at worst you lost 24 hours before the party was at full strength again. And, in 3e, it might not even be that long.</p><p></p><p>But, I'm curious how narrative control is given to the DM due to natural healing rules. In what way does the DM gain any control under the older systems?</p></blockquote><p></p>
[QUOTE="Hussar, post: 5431823, member: 22779"] I think this gets to the last point I was making. For some, there is no loss of narrative control because it almost never came up in any version of the game. For some, natural healing was never part of the narrative - you just had the cleric heal all wounds. For others, narrative pacing was controlled by limiting (I assume) access to healing magic. Basic/Expert D&D, for example, makes magical healing VERY difficult - no bonus spells due to Wisdom (a major thing in AD&D) and no spells until 2nd level for clerics. AD&D, OTOH, mostly made this go away, because even if you couldn't heal everything by the next day, you most likely could the day after that. At worst, you generally lost 1 day. Although, to be fair, if you went below 0 hit points, the penalties were far more severe - 1 week of bed rest per point under zero IIRC, something like that. Of course, my arguement would be that you've just traded one sort of pacing for another. The DM or the group isn't deciding how much time passes, the rules are. The amount of time you must rest is dictated by the rules. The only real difference is that one set of rules forces more time to pass. But, by 2e, which didn't have the resting after 0 hit points rule (I think - I could be wrong there) and certainly by 3e which I know didn't have those rules, at worst you lost 24 hours before the party was at full strength again. And, in 3e, it might not even be that long. But, I'm curious how narrative control is given to the DM due to natural healing rules. In what way does the DM gain any control under the older systems? [/QUOTE]
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