Changing D & D healing; opinions needed [Archive] - Wizards Community

Post/Author/DateTimePost
Chimaera2000

05-31-05, 04:46 PM
Hi! For a while now, I've been contemplating some changes to the D & D's system of healing. As it stands, the system works well if you have magical healing available (usually from a cleric or the like), but less so otherwise. The seeming necessity of magical healing sometimes irks me, since I think that, ideally, all adventuring groups should be equally viable under the 3rd edition rules. The existing system doesn't support that, however, with hit points and ability score damage restoring themselves at a fairly tedious rate. Realistic? Yes. Fun? That's debatable.

In any case, I've been reading through the Star Wars d20 book, which has given me some ideas for porting over to D & D. My overall goal with these changes is to provide alternatives for out-of-combat healing for parties, while leaving in-combat healing to magical healing. Here are my ideas so far:

1) You recover your level in HP per hour rather than per day.

2) Heal can be used to directly restore HP. Different ways this could be used:

2a. Used as written for long-term care, but making use of idea #1.

2b. Once per day, you can use a healing kit to make a Healing check, with your result healing that amount in HP. Doing so takes either one minute or ten minutes (to be determined).

2c. You can use first aid in another way, as statted out in the table below.

Result Amount Healed
15-19 1d4+1 HP
20-24 1d6+2 HP or 1d2 ability points
25-29 1d8+4 HP or 1d4+1 ability points
30+ 2d6+6 HP or 1d6+2 ability points


You may attempt to restore hit points once per hour and ability score points once per day. It takes one minute to restore hit points and one minute or ten minutes (to be determined) to restore ability score points.

3) Heal is a class skill for all classes (used in conjunction with any applicable changes above).

4) The ring of regeneration is changed as follows:

Regeneration: This white gold ring continually grants a living wearer fast healing 1. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated.
Strong conjuration; CL 15th; Forge Ring, regenerate; Price 145,000 gp.

*Note: I priced the ring out in this way. A ring of fast healing 3 costs 300,000 gp (Epic-level Handbook), so I put fast healing 1 at 100,000 gp. The regeneration aspect of the spell I statted out as a continuous 5th level-spell (30,000 gp), multiplied by 1.5 for adding a second property, raising that enhancement to 45,000 gold and bringing the total to 145,000 gp. This pricing system is somewhat arbitrary, and I'd welcome any ideas for pricing out the ring.

The reason why I posted this here and not on the house rules forum is because not only do I want to find out what rules seem balanced to everyone on a theoretical basis, but also what you think the impact on your games would be with these rules. What do you think?
weasel fierce

05-31-05, 05:00 PM
The rules assume that if you get beat up, it takes time to recover.

If you want a game, where the players do not have to rely on healing magic, and those without it are not required to plan accordingly, the easiest is propably to just reset hit points every so often. Either every night, or every fight. Similar to how many movies features the hero being worn down at the end of one fight, then fresh and kicking at the beginning of the next one.

I wouldnt personally recommend it, but it would give more of a heroic over the edge kind of feeling, which can be a good thing if its what you are after.
I'd rather compensate a lack of healing capability by either making the game less combat based, or simply having the players play better.