Meditate
there's another problem with eliminating auto heal. lets say someone has a low level drow wizard. Wizards, as you know, are the hardest to level, and drow priestesses, if rped correctly, are not going to follow around a lowby wizard for hundreds of hours healing the wizard. That would make leveling up close to impossible. I might, however, agree to high level areas being flagged for no auto-heal, but low-leveled and mid leveled places, especially in the underdark, should permit healing in my opinion. Making the suggested change would effectively halt drow wizard creation. Probably fewer rogues too. So if we don't plan for that, almost all future drow will be fighters or priestesses.
Windows 95: n.
32 bit extensions and a graphical shell for a 16 bit patch to an 8 bit operating system originally coded for a 4 bit microprocessor, written by a 2 bit company, that can't stand 1 bit of competition.
32 bit extensions and a graphical shell for a 16 bit patch to an 8 bit operating system originally coded for a 4 bit microprocessor, written by a 2 bit company, that can't stand 1 bit of competition.
I think, when we get to the overhaul of the combat system to a more d20 like semblance, we will see a much better balance between effectiveness of armor vs. light fighting. I agree that when you load up on a heavy suit of plate armor, you should be shedding the hits of most lower challenge monsters, and likewise, if you dress light and load up on dexterity, you should see an advantage there as well. Currently, neither one is really true.
So I don't think that a change to the healing system would actually take place until things like armor class and dexterity bonuses are revamped. BUT, I do think it's not an unreasonable thought to limit where and when you can heal.
I've said for a while now that it would make sense to have healing take place at resting position or less, and also to restrict it to rooms CODED inn. Note, I say rooms coded inn. This does not mean they have to be an IC inn room. Simply that it uses the same room code an inn uses to give it's healing bonus. This could mean it's nothing more than a room with a door in a dungeon, with a line in the desc that you can bar the door and use it as a safe resting place. This code has the added benefit of allowing you to recover offline as well. So the logical place for a PC or group to end their spelunking for the day would be to find a safe room, rest, quit for the day, and meet up on their next scheduled play date. Meanwhile, they've gotten the benefit of offline rest (hit points, movement, and spell slots). All told, I think it would offset the penalty of taking away regeneration-type healing, and make it a little more of a challenge, that of finding the safe room to recover in.
So I don't think that a change to the healing system would actually take place until things like armor class and dexterity bonuses are revamped. BUT, I do think it's not an unreasonable thought to limit where and when you can heal.
I've said for a while now that it would make sense to have healing take place at resting position or less, and also to restrict it to rooms CODED inn. Note, I say rooms coded inn. This does not mean they have to be an IC inn room. Simply that it uses the same room code an inn uses to give it's healing bonus. This could mean it's nothing more than a room with a door in a dungeon, with a line in the desc that you can bar the door and use it as a safe resting place. This code has the added benefit of allowing you to recover offline as well. So the logical place for a PC or group to end their spelunking for the day would be to find a safe room, rest, quit for the day, and meet up on their next scheduled play date. Meanwhile, they've gotten the benefit of offline rest (hit points, movement, and spell slots). All told, I think it would offset the penalty of taking away regeneration-type healing, and make it a little more of a challenge, that of finding the safe room to recover in.
"There is no safety for honest men except by believing all possible evil of evil men."
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Right. Maybe it's better to talk all this over again once we have switched to a 3rd edition-based combat system.
This combat system should make BOTH "heavy armour" and "light armour + high Dex" option similarly viable. It should also make the distinction between fighters and clerics much clearer (in that the fighters would hit a lot more than other classes, and deal more damage thanks to their feats).
This combat system should make BOTH "heavy armour" and "light armour + high Dex" option similarly viable. It should also make the distinction between fighters and clerics much clearer (in that the fighters would hit a lot more than other classes, and deal more damage thanks to their feats).
What about making an option for sleep. I hardly see anyone sleep, and I have been told there are spells such as nightmare or dream that can be cast on people to make them see visions or recieve nightmares and deal damage. Perhaps without an amount of sleep your body cannot heal fast or fight of poisons and such.
I think, while sleeping, you can use the snore social.. :}Hviti wrote:I think people don't sleep much because (apart from RP of recovering from sickness or the like) sleep is king of boring...you just stare at a blank screen.
*snicker*
This land shall come to the God who knows the answer to War. -Ninety-Nine Nights