Supplement Four
Mongoose
I haven't played D&D in mucho years. Decades. I ran a Conan game not too long ago, but this is different.
This is old school AD&D second edition from 20 years ago.
I was digging through some boxes, and, what do you know, I found a stash of original Dragonlance adventure modules. All twelve of them. Written for AD&D, with a few AD&D 2E books (Players Handbook, DM's Guide, and a couple of other books).
So, the hair hit me. I never did finish the Dragonlance saga back in the day. I think we played three quarters of it, to about module 8, then packed it up for some reason.
I put it to my group of players. They were all game. And, Saturday, we had our first game session.
It was amazing--definitely one of the better "first game sessions" I've run. Rules and procedures I'd forgotten came back to me. I mean, I was in my 20's the last time I played this game.
It was heroic. It was fun. It was old school D&D.
This group of old men played until 4:00 AM, just like we used to.
Wives were not happy.
Gotta question fer ya...
D&D is basically a combat game. It's main focus is about fighting different horrible creatures. Sure, role playing is involved too. That's a part of any good rpg. But, D&D is about fantastic heroes winning against the odds against the forces of evil. If you had to pick one aspect of the game and label it as "most important", the combat aspect of it would have to be the main choice. A major part of the rules is about combat--what you can do, how far you can move. And, look at the various Monster Manuals--books of baddies to fight.
D&D, at it's core, is primarily mean to be an action game with combat at its heart.
So why is it...
In every edition of the game, the official rules for getting hit points returned to the character after being injured takes so doggone long?
What's the reasoning behind this?
Anybody know?
They say that your hit points, at first level, are your life's blood. Everything else you have as hit points represent your ability to withstand bruises, light cuts, punches, fatigue, losing your breath, and whatnot.
Then...
The rules turn around and say that you can regain 1 hit point per day. Period. And, that's if you take it easy.
If you actually rest in a bed and do nothing for the entire day, you can regain 3 hit points per day. If you spend a week, you can add your Constitution bonus to this amount.
Plus, you can add things like Herbalism or a Healing non-weapon proficiency to increase the total by another 1d3 or so.
This doesn't seem practical. And, it sure doesn't seem like we're allowing a character to recharge his fatigue batteries or catch his breath, as the definition of hit points state.
It really seems like we're healing real wounds.
Let's take Caramon from the first Dragonlance module. He's a 6th level fighter with 51 hit points.
Now, let's say he gets into a fight where he takes 35 points of damage, lowering him to 16.
What I'm trying to understand is why the authors of the rules want this character to have to spend almost two weeks in bed in order to overcome his fatigue from this fight.
Or...why do the authors want Caramon to not be fully recovered from this fight for over an entire month (and regular rest of 1 pt per day)?
I'm looking for reasoning why natural healing in D&D is always so slow (no matter which edition you look at).
Anybody know?
Anybody know anything official?
This is old school AD&D second edition from 20 years ago.
I was digging through some boxes, and, what do you know, I found a stash of original Dragonlance adventure modules. All twelve of them. Written for AD&D, with a few AD&D 2E books (Players Handbook, DM's Guide, and a couple of other books).
So, the hair hit me. I never did finish the Dragonlance saga back in the day. I think we played three quarters of it, to about module 8, then packed it up for some reason.
I put it to my group of players. They were all game. And, Saturday, we had our first game session.
It was amazing--definitely one of the better "first game sessions" I've run. Rules and procedures I'd forgotten came back to me. I mean, I was in my 20's the last time I played this game.
It was heroic. It was fun. It was old school D&D.
This group of old men played until 4:00 AM, just like we used to.
Wives were not happy.
Gotta question fer ya...
D&D is basically a combat game. It's main focus is about fighting different horrible creatures. Sure, role playing is involved too. That's a part of any good rpg. But, D&D is about fantastic heroes winning against the odds against the forces of evil. If you had to pick one aspect of the game and label it as "most important", the combat aspect of it would have to be the main choice. A major part of the rules is about combat--what you can do, how far you can move. And, look at the various Monster Manuals--books of baddies to fight.
D&D, at it's core, is primarily mean to be an action game with combat at its heart.
So why is it...
In every edition of the game, the official rules for getting hit points returned to the character after being injured takes so doggone long?
What's the reasoning behind this?
Anybody know?
They say that your hit points, at first level, are your life's blood. Everything else you have as hit points represent your ability to withstand bruises, light cuts, punches, fatigue, losing your breath, and whatnot.
Then...
The rules turn around and say that you can regain 1 hit point per day. Period. And, that's if you take it easy.
If you actually rest in a bed and do nothing for the entire day, you can regain 3 hit points per day. If you spend a week, you can add your Constitution bonus to this amount.
Plus, you can add things like Herbalism or a Healing non-weapon proficiency to increase the total by another 1d3 or so.
This doesn't seem practical. And, it sure doesn't seem like we're allowing a character to recharge his fatigue batteries or catch his breath, as the definition of hit points state.
It really seems like we're healing real wounds.
Let's take Caramon from the first Dragonlance module. He's a 6th level fighter with 51 hit points.
Now, let's say he gets into a fight where he takes 35 points of damage, lowering him to 16.
What I'm trying to understand is why the authors of the rules want this character to have to spend almost two weeks in bed in order to overcome his fatigue from this fight.
Or...why do the authors want Caramon to not be fully recovered from this fight for over an entire month (and regular rest of 1 pt per day)?
I'm looking for reasoning why natural healing in D&D is always so slow (no matter which edition you look at).
Anybody know?
Anybody know anything official?