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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What do you like about 4e healing?
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<blockquote data-quote="Aberzanzorax" data-source="post: 5798242" data-attributes="member: 64209"><p>I only picked "like" for one of them, but my responses are actually pretty varied.</p><p> </p><p><strong>1. Healing scales with base hit points</strong>: LIKE!!! This is the one thing that I've always disliked about prior edition healing (where cure light wounds cures far more on a lvl 1 character %wise than on a high lvl character).</p><p> </p><p></p><p><strong>2. Soft cap on hit points healed per day</strong>: Neither like nor dislike. I don't like the implementation the way it's done, but I could see the benefit of such a thing. I could also see playing without it as just fine, too. </p><p> </p><p> </p><p><strong>3. Healers need not sacrifice attacks</strong>: Minor dislike. I prefer healing to be an out of combat activity unless the character is either a) using a big gun like "heal" or b) specifically built around in-combat healing, such that keeping their allies up is more of a focus than their attacks anyway.</p><p></p><p><strong>4. Common rest cycle for hit points, spells and abilities</strong>: Minor dislike in that it has historically been 1 night for ability recovery. Full hp improvement from 0 to max seems too fast. </p><p></p><p><strong>5. Non-magical hit point recovery</strong>: MASSIVE DISLIKE. Unless this is something like the healing skill and a prolonged surgery (aka a non-magical ritual that can be interrrupted with dire results) then "shouting someone to health" leaves a very bad taste in my mouth.</p><p></p><p><strong>6. All PCs can restore their own hit points</strong>: Minor to major dislike. I'm ok with "rests" and "bandaging" etc etc for minimal restoration. Basically this falls under #5 for me. If they're doing it either magically or through some involved surgery/bandaging/training that is hard to do and takes a fair amount of time, then fine. Something like a fighter's healing surge/second wind mid fight? No.</p><p> </p><p> </p><p> </p><p>To answer what would be more palatable to me, I do think that if there were "real" hit points representing injury separated from "some other kind" of hit points (even multiple pools: luck, endurance/exhaustion, etc) then that'd be much better for a fighter or rogue to "shout" back their courage/adrenalin/luck.</p><p> </p><p>However, this would require a massive reworking of the system (does a fireball attack luck or base hp? Is it base on a failed save, and luck on a successful one?) This would likely, if carried out to the extreme, create a game that doesn't feel like d&d to me. </p><p> </p><p> </p><p> </p><p>To boil it all down: I know HP are somewhat "abstract", but only somewhat. In the end, <em><u>at least part of </u></em>what they represent is injury (though depending on level they could represent much, much more). I want hp and any corresponding healing (if those words are used) to represent actual <em>healing</em>. If they change the wording to <em>invigorating</em> or <em>blessing</em> or somesuch then I'd be more ok with invigorating restoring hp though a nonmagical shout of encouragement.</p><p> </p><p>However, that would be a departure from prior forms of d&d...and 5e is meant to unite prior editions, not strike out on its own. Maybe a good idea for a different game, a GSL version of 4e from another company (a la pathfinder) or even a theoretical 6e.</p><p> </p><p>I think some ideas, even good ones, should be set aside for 5e in favor of going back to the game's roots, rather than branching out in new directions.</p></blockquote><p></p>
[QUOTE="Aberzanzorax, post: 5798242, member: 64209"] I only picked "like" for one of them, but my responses are actually pretty varied. [B]1. Healing scales with base hit points[/B]: LIKE!!! This is the one thing that I've always disliked about prior edition healing (where cure light wounds cures far more on a lvl 1 character %wise than on a high lvl character). [B]2. Soft cap on hit points healed per day[/B]: Neither like nor dislike. I don't like the implementation the way it's done, but I could see the benefit of such a thing. I could also see playing without it as just fine, too. [B]3. Healers need not sacrifice attacks[/B]: Minor dislike. I prefer healing to be an out of combat activity unless the character is either a) using a big gun like "heal" or b) specifically built around in-combat healing, such that keeping their allies up is more of a focus than their attacks anyway. [B]4. Common rest cycle for hit points, spells and abilities[/B]: Minor dislike in that it has historically been 1 night for ability recovery. Full hp improvement from 0 to max seems too fast. [B]5. Non-magical hit point recovery[/B]: MASSIVE DISLIKE. Unless this is something like the healing skill and a prolonged surgery (aka a non-magical ritual that can be interrrupted with dire results) then "shouting someone to health" leaves a very bad taste in my mouth. [B]6. All PCs can restore their own hit points[/B]: Minor to major dislike. I'm ok with "rests" and "bandaging" etc etc for minimal restoration. Basically this falls under #5 for me. If they're doing it either magically or through some involved surgery/bandaging/training that is hard to do and takes a fair amount of time, then fine. Something like a fighter's healing surge/second wind mid fight? No. To answer what would be more palatable to me, I do think that if there were "real" hit points representing injury separated from "some other kind" of hit points (even multiple pools: luck, endurance/exhaustion, etc) then that'd be much better for a fighter or rogue to "shout" back their courage/adrenalin/luck. However, this would require a massive reworking of the system (does a fireball attack luck or base hp? Is it base on a failed save, and luck on a successful one?) This would likely, if carried out to the extreme, create a game that doesn't feel like d&d to me. To boil it all down: I know HP are somewhat "abstract", but only somewhat. In the end, [I][U]at least part of [/U][/I]what they represent is injury (though depending on level they could represent much, much more). I want hp and any corresponding healing (if those words are used) to represent actual [I]healing[/I]. If they change the wording to [I]invigorating[/I] or [I]blessing[/I] or somesuch then I'd be more ok with invigorating restoring hp though a nonmagical shout of encouragement. However, that would be a departure from prior forms of d&d...and 5e is meant to unite prior editions, not strike out on its own. Maybe a good idea for a different game, a GSL version of 4e from another company (a la pathfinder) or even a theoretical 6e. I think some ideas, even good ones, should be set aside for 5e in favor of going back to the game's roots, rather than branching out in new directions. [/QUOTE]
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