What if everyone can heal?

JoeBlank said:
Is there someplace where I can find a more official description of wound/vitality points on the web? As far as I know, it is not open gaming content, but I could be wrong about that.
Thanks.

Nope, you're correct; the publishers of Spycraft had to obtain special permission to use it. I don't think it's (legally) on the web anywhere. But it's a nice system. Fits the swashbuckling feel much better, IMHO. :)
 

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Tallarn said:

But otherwise...? No. Healing and damage become very important in terms of game balance. If you heal after every fight, the DM has to throw very powerful creatures at you because your characters will be so careless in attack and fights. Why bother defending yourself? You'll be healed instantly at the end! Ahah! :D

Nonsense.

- Being healed of hit points doesn't negate other attack forms like ability drain, energy drain, etc.

- Hit points are only one resource to keep track of; others include spells, magic item charges, and items and class abilities usable a limited number of times per day.

- Healing instantly after a battle doesn't mean healing instantly during a battle. Being careless just means you get mobbed by a lot of monsters, or isolated from your friends, and getting beaten to death.
 

JoeBlank said:
Is there someplace where I can find a more official description of wound/vitality points on the web? As far as I know, it is not open gaming content, but I could be wrong about that.

The second issue of Asgard had an adaptation of it called the "Hit Point/Body Point System" done by Ranger Wickett. I'm not sure what the differences are between it and the official one.

You can download it free here:

http://enworld.cyberstreet.com/news...e=Downloads&file=index&req=viewdownload&cid=8
 
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Judas said:
There's a d20 game out there, Mutants & Masterminds. Classless, leveless, No alignments, no hit dice, and use no other dice than the D20. Looks pretty good as I perused the book a few times.

Here's a quick snip of an interview about the game:
So in Mutants & Masterminds instead of rolling X dice of damage, each attack has a "damage bonus" that the target of the attack makes a saving throw against. The result of the saving throw determines what kind of damage they take: a successful save means no damage, while a failed save means they're hurt. How much depends on how badly they failed the saving throw. A really low save (or a really high damage bonus) can result in an instant knockout.

An added benefit is that you only need a single d20 to play Mutants & Masterminds because everything, from attack and damage rolls to skill and power checks, uses the same basic system.
grr2001_450.jpg
 


Swashbuckling gaming usually means cities, which means the party cleric is just a cheaper substitute for dragging yourself off to a temple after a fight. Healing should be plentiful in most cities when clerics are around, just start paying your local clergy a weekly fee to patch you up when necessary (or join a guild/organisation that has it's own healing facilities).

Instead of bumping up healing after every battle, why not just double, trebble or quadripple the amount of HP that are healed by rest. Lets people have dangerous fights and includes an element of danger, but gets them back on their feet faster without sacraficing as much suspension of disbelief.
 

I would just let characters heal damage at a rate of 1 HP x level per hour. Just as subdual damage

If you want to keep track of big, bad injuries, make the damage from critical hits heal slowly - at the normal rate of natural healing (1 or 2 HP per day or something).
 


One simple solution is to say that hp below 0 (say you stabilised at -6) heal at 1hp per day (or your level per day if you want to be generous to heroes), and other damage heals at your level per hour of rest.
 

Plane Sailing said:
One simple solution is to say that hp below 0 (say you stabilised at -6) heal at 1hp per day (or your level per day if you want to be generous to heroes), and other damage heals at your level per hour of rest.

Bingo! You have basically recreated VP/WP. Mechanically speaking, the only real differences between VP/WP and hit points are:
- faster healing rate
- crits (and a few other things) direct to WP

For various reasons I think the second one is bad, especially if you want that swashbuckling, devil-may-care attitude in your game. So if you replace it with multiplied damage a la hit points, then you've got what you posted above.
 

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