Article: 8078 of rec.games.frp.dnd Newsgroups: rec.games.frp.dnd Path: email!news.univie.ac.at!paladin.american.edu!howland.reston.ans.net!usc!cs.utexas.edu!torn!watserv2.uwaterloo.ca!watserv1!news From: ldusseau@centaur.UWaterloo.ca (Lisa Dusseault) Subject: Re: Healing Message-ID: Sender: news@watserv1.uwaterloo.ca Organization: University of Waterloo References: Date: Tue, 12 Jan 1993 00:06:50 GMT Lines: 34 In article justinf@cco.caltech.edu (Justin Fang) writes: > Wouldn't a sliding scale in this case make more sense? [system deleted] > This system also means that magical healing would cure your most serious > wounds first, possibly allowing you to recover the rest at a higher > rate, which seems logical. > > Justin Fang (justinf@cco.caltech.edu) Completely apart from Justins, or anybody else's solutions (some of which I like) I'd like to add my thoughts to the discussion. One system I like for making healing a bit more representive of ability is a scale that goes (something) like the following: Every day spent resting/sleeping/healing, go to the next number in the list, starting from your present hp (approximately), and going until you reach your maximum hp (approximately). 1 2 4 6 8 11 14 18 22 27 32 38 44 51 58 66 74 82 91 100 110 120 130 etc... So a 100-point fighter getting 50 pts damage (imagine a warrior being half-incapacitated here, and don't expect him to recover in two days) would start around the '51' in my scale. In a mere 6 days he would be totally recovered. On the other hand, if he's almost dead at 3 hit points, he takes 18 days to come back to life. If he gets a mere nick (to him, 10 hp loss is a nick) it only takes a day. Then again, a mage of 10 hp max reduced to 5 (half-incapacitated) would take three to four days to recover. This may still seem a little quick or slow for some; put in whatever values you like! It seems to work, and players are happy. Lisa ldusseau@zeus.uwaterloo.ca