Henry
Autoexreginated
I like the soft cap on healing per day. I think the issue many folk have is a "second wind" or a non-magical use of a healing surge.
I don't even have a problem with second wind -- I just dislike the dynamic of multiple healing surges being used in combat; I've thought before of house-ruling it so that you can only each use ONE healing surge in combat, whether it be by spell or mundane. That way, you get your ONE healing shot to stay alive, but combat doesn't get drug out by "oops, I'm bloody -- now I'm not -- OOPS, bloody again -- now I'm not -- OOPS, bloody again..." and between the cleric and the warlord in the group you don't have a half-dozen discretionary healing words, etc. floating around.
Then, make the healing utilities like cure light, etc. the only other way to heal. What happens is that combat goes a lot faster, and you don't get quite so much of the "I got hit for 73 points of damage -- but look, it was only a flesh wound."
However, one thing about the alternative in 3E style games does bug me -- I HATE HEALING STICKS. I'm more for healing magic to be a bit more rare like in 1E than in 3E, but I do think that 1E could have benefited from a 3E-style natural healing rule - being able to heal up in say 4 or 5 days, instead of a month, mainly because simulation is fine, but simulating a hospital stay is pretty boring from a real world standpoint for me.
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