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What if healing spells only created Temp HP?
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<blockquote data-quote="MostlyHarmless42" data-source="post: 8202992" data-attributes="member: 6845520"><p>So my only thoughts from a mechanical standpoint:</p><p>1) Consider implementing house rules for more advanced medical technology, mundane healing and frankly technology in general. Crafting will certainly be a big part of this. Even <em>if</em> you are trying to simulate a "historically accurate" medieval setting (in which case my first question to you is which region and time perod specifically?), one must remember that while they did not possess electricity or knowledge of germ theory they were NOT the bumbling idiots completely unaware of all life's ills modern society seems to think they were. They understood the idea that you don't drink from water when someone was sick, quarantining, and had quite a wide variety of mixtures of various herbs and aides for healing. They also had quite a few customs in society designed to help prevent the spread of disease: hint, people drinking or eating with their pinky up comes from one such tradition, where they washed their hands upon entiring a dining hall and were expected to keep their pinky clean and unused so that they didn't taint the spice bowls. It was a BIG breach of etiquette to not follow said customs as well.</p><p></p><p>The biggest difference removing healing magic as a potent cure all would be disease being far more prevalent. To be perfectly blunt, from a world impact standpoint the big game changing spell is NOT cure wounds, but Lessee Restoration. Do not underestimate the value of a 3rd level priest or druid being able to outright cure even just the common cold with a brief touch. Possessing even just two or three such spellcasters in town would literally save entire villages during the winter (and widescale it would likely also stagnate medical advancement significantly. After all why learn what causes colds when someone can just Cure it? I mean it is often depicted in fiction that during the dark ages that priests were actively shunning science and "praying" for their patients (which fyi while it happened is also a bit of a hyperbole), but in such a d&d world? It actually WORKS!</p><p></p><p>2) More relevant to players, changing healing to temporary health would outright destroy any class feature or spell that current generates temporary health and should probably be monitored. Personally I would advise you change temerpory hp rules as well if you would go this route. Find a reasonable "cap" and let temp hp stack up to that point. (Twice or thrice their level perhaps? Con mod per level?)</p><p></p><p>Honestly if I wanted to do something like that, I'd probably make some sort of wounds/vigor system and differentiate that somehow, but that's kind of off topic.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 8202992, member: 6845520"] So my only thoughts from a mechanical standpoint: 1) Consider implementing house rules for more advanced medical technology, mundane healing and frankly technology in general. Crafting will certainly be a big part of this. Even [I]if[/I] you are trying to simulate a "historically accurate" medieval setting (in which case my first question to you is which region and time perod specifically?), one must remember that while they did not possess electricity or knowledge of germ theory they were NOT the bumbling idiots completely unaware of all life's ills modern society seems to think they were. They understood the idea that you don't drink from water when someone was sick, quarantining, and had quite a wide variety of mixtures of various herbs and aides for healing. They also had quite a few customs in society designed to help prevent the spread of disease: hint, people drinking or eating with their pinky up comes from one such tradition, where they washed their hands upon entiring a dining hall and were expected to keep their pinky clean and unused so that they didn't taint the spice bowls. It was a BIG breach of etiquette to not follow said customs as well. The biggest difference removing healing magic as a potent cure all would be disease being far more prevalent. To be perfectly blunt, from a world impact standpoint the big game changing spell is NOT cure wounds, but Lessee Restoration. Do not underestimate the value of a 3rd level priest or druid being able to outright cure even just the common cold with a brief touch. Possessing even just two or three such spellcasters in town would literally save entire villages during the winter (and widescale it would likely also stagnate medical advancement significantly. After all why learn what causes colds when someone can just Cure it? I mean it is often depicted in fiction that during the dark ages that priests were actively shunning science and "praying" for their patients (which fyi while it happened is also a bit of a hyperbole), but in such a d&d world? It actually WORKS! 2) More relevant to players, changing healing to temporary health would outright destroy any class feature or spell that current generates temporary health and should probably be monitored. Personally I would advise you change temerpory hp rules as well if you would go this route. Find a reasonable "cap" and let temp hp stack up to that point. (Twice or thrice their level perhaps? Con mod per level?) Honestly if I wanted to do something like that, I'd probably make some sort of wounds/vigor system and differentiate that somehow, but that's kind of off topic. [/QUOTE]
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What if healing spells only created Temp HP?
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