This
is the
healing system. It was created to make healing a more active, full
featured part of the game. Some complexity is involved, but none of
it is present in combat. This system was created from the ground up
to facilitate rulings over rules- and to give my Sage class something
to do. Sages were the logical, thematic replacement to the generic
robe wearing magic user for people who don't like traditional magic
in TTRPG.
The original draft
of this system was first made
here.
Instead of
counting down hit points, count up instead. Normally in a game, a
Fighter with 20 Hit Points maximum is considered at maximum life and
totally healthy at 20, barely scratched at 19, on death's door at 1,
and dead/dying/rolls on death & dismemberment at 0. Instead, flip
it. The Fighter with 20 HP maximum is considered right as rain at 0,
barely scratched at 1, almost dead at 19, and dead at 20. Imagine Hit
Points as the “points worth of hits” you can take before you die-
similar to using wounds or a damage tracker. This makes more sense to
me anyway- Life or Health is usually used for values that count down,
hits and wounds count up instead.
Whenever you take
damage from a hit, the Dungeon Master will tell you what type of
damage it was. Write a letter or symbol by the wound you just took.
If you're close to going over, add up your hit points and see if
you're at your maximum or above- in which case, you die.
Addition
is faster then subtraction, so combat is not slowed down. The only
potential problem with this system is that somebody could make an
error and not notice they went over their Hit Points- but unlike a
subtracting HP total, an earlier mistake won't mess you up for
several rounds in advance. I'd write each injury individually, which
gives you a nice little history of your misadventures, but you could
run several running totals for each damage type if you like. You can
also keep a total Hit Point counter to save time and easily tell when
the next hit kills you.
In many ways, this system actually
speeds up combat. Now you can tell instantly what wounds are killing
you. It also helps for special powers or abilities- the character who
is resistant to bludgeoning damage just writes half the value down on
their sheet, instead of doing subtraction twice. The werewolf can
regenerate 1d6 hit points every round- except the silver wounds,
which are now separate from their hit point total so you won't get
confused.
Healing
In order to heal
damage, you must spend an exploration turn taking a short rest.
Characters can tend their own wounds or the wounds of other
characters. In-combat healing is no longer a thing, except through
magic items and spells, which was how it worked normally to begin
with.
In order to heal
someone, you must apply an item, remedy, a technique, use your
healing hands, or some other method to cure their injuries. This ties
into resource management. Sages get to heal people the most- as
classes advance, they get to use more healing items per downtime turn
to treat their bigger injuries (since they have more Hit Points);
Sages get to spend additional items based on their level. Every
healing item heals an amount of Hit Points based on its quality or
effectiveness of the treatment.
Note:
This healing system isn't literally realistic. Of course, in real
life the only way for the body to heal is through its own natural
process. However, this healing system is meant to evoke a sort of
mythological and fantastical world where a bowl of chicken noodle
soup can actually cure a cold. Injuries may still cause pain or be
reopened in the context of the universe, but in the game rules
they're considered gone and healed once the treatment is applied.
For example; a
default clean linen bandage restores 1d6 Hit Points. Your character
can wrap up any wounds that cause bleeding or are deep cuts- sharp
wounds mostly. Sword cuts, animal bites, sawblade traps and so on.
However, say your party has run out of bandages, or had to dip them
in oil and use them as a torch to see in the dungeon. Instead, your
character can cut up a piece of clothing or the old tapestries
hanging on the walls and use them as a makeshift bandage instead.
These bandages are improvised and only heal 1d4 Hit Points instead.
You will erase the result of the roll from the appropriate category-
any excess healing over the damage type is lost and has no effect on
other damage types. This makes healing fast- you can just erase any
wounds you've taken instead of having to add back up your Hit Point
total again and again.
The purpose of
this healing system is threefold- it adds complexity and resource
management as well as providing a platform for player creativity.
Even a very basic circumstance can be roleplayed and given more
complexity. One character has several large quills sticking out of
their body from an encounter with a Quill Giant. They want to use
bandages to cure their wounds; but the DM stops them. “The quills
are still stuck in your flesh- you will need to pull them out,
painfully, one by one. This means it will take TWO turns to apply the
bandages.” Now the player has to decide if its worth spending the
extra time to cure their injury, or move on. Of course, another
player could be playing a Sage, a healer, with a high dexterity
score, tweezers, and multiple arms. The DM allows them to pull out
all the quills in the same span of time as it takes to apply the
bandages, as they would be fast enough to do it.
The third reason
is to apply a setting and theme through your damage types, remedy
items, and healing process- the basic game mechanics selling the
fictional space.
Most people know
some basic first aid. In the fantasy world where monster attacks and
sword fights are more common, people have some basic idea on how to
cure themselves. However, mysteries can be a great a call to
adventure to any, and a Sage may go on a journey to learn how to cure
the wasting sickness that befell their village. Not all of these
damage types and remedies may be known to the players- they may be
hidden knowledge or found in secret tomes recovered from dungeons.
Every basic
healing item removes 1d6 hit points of damage of its type.
Sharp
damage from blades, claws, and arrows are cured by bandages.
Blunt
damage from clubs, fists, and falls are cured by splints or casts.
Energy
damage from fire, lightning, or acid is cured by ointment.
Cold damage
from exposure and cold spells is cured by warming yourself up.
Miasma
(Gas) damage from toxic fumes, choking winds, and fungal spores-
cured by breathing “fresh vapors” and aromatic drugs.
Poison
damage from venomous creatures or eating poison food. Cured by using
emetic drugs that induce vomiting. Yes, even injected venom from a
snake bite.
Terror
damage from ghosts. This isn't just “fear”, but mortal terror that
turns your hair white and can stop your heart. Cured by pacifying
drugs.
Wasting
damage from the touch of a mummy or having your blood drained by
something. Cured by eating a hearty meal.
As you can see, all the damage types use a different first letter to
make them easy to differentiate. If you're playing online, you could
use different colors instead- useful for Roll20. If you want more ideas or to hear rambling nonsense about possible medical items or improvised medicine- read
here.
Extra –
What about Health Potions?
All health potions are “Potions of Healing”- no minor or major or
grand or whatever. They restore all your damage, instantly. You can't
use other healing methods to heal in combat. This may be too strong-
but if you make Potions of Healing rarer it would be have the same
impact. You can also make health potions that heal specific types of
damage, or an amount of damage, if you want to fiddle with rules
more. Personally I like the idea of specific cures that can be used
in combat- like a rubber-blood potion that seals up all your bleeding
wounds, or a potion of liquid warmth which cures your cold damage and
stuff. Doing individual amounts like traditional d8 healing potions
or healing spells would mean that different damage types would have
to have a sort of set order, or letting the players pick what they
are healing. I feel like this works too- drink the potion to cure
internal damages, pour on the skin to cure cuts and bruises, etc. So
it's not a huge stretch to let a healing potion heal whatever damage
types you want.
I
also wrote this concept up in this alchemy
ruleset- but I also like the idea of cheap or weaker health potions
with a short shelf life- tonics. The idea if players can make or
produce them on an adventure, to fit with the theme of being a
magical healer, and to give magical healing for in-combat stuff, but
they expire and can't be saved adventure to adventure to prevent the
problem of stockpiling too many (or by contrast- never using them
because they want to save them until later).
I like this system a lot!
ReplyDeleteI normally prefer hp as stamina, but I like how this form of healing becomes a minigame of sorts, and damage type can easily be made to feel special and matter more.
Miasma could also be cured by smelling salts, and poison by leeches. Or maybe it would be disease damage healed by chicken soup and leeches?
Yeah, bloodletting being used to cure poison was originally written up for this. But then it became a "converting poison damage to bleeding damage" sort of mess so I dropped it off. By having a jar of medical leeches for medical purposes is tots what this is about.
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