Topic: Improved healing for (heroic) High Fantasy setting

I'm fine with RAW healing by resting, except for a minor tweak (house rule) I'm trying to implement as discussed here: http://test.lotfp.com/RPG/discussion/to … t-by-level

OBS.: how do I link on text? I tried (text)[url ] but I didn't work and trying  didn't work neither.

It fits perfectly for rougher, grittier, grimmer experiences - which I love to play and referee. But what about a table with high fantasy expectations? Please, don't "play another game" me. I love LotFP and I still run it as intended; but sometimes the group is up to another thing.

So I was thinking in a High Fantasy house rule for emulating 5e short and long rests. I guess recovering hit dice is a bit too much (and it would end up identical to 5e itself). So, to keep the OSR feel but with a bit of higher survivability and faster pace of adventuring, I thought about keeping healing/rest rules per RAW while it being used more. Basically it would be something like this:

-Short rest is 1 hour (6 turns)
-Long rest is 1 night (6 hours)

*If at half HP or higher:
---Heals 1 HP per short rest;
---Heals 1d3 HP per long rest.
*If at lower than half HP:
---Heals nothing per short rest;
---Heals 1 HP per long rest.

I'd probably rule that the party could take only 1 short rest per day (maybe 2).

That would help keep the pace of a more heroic adventure.

What do you people think?

Re: Improved healing for (heroic) High Fantasy setting

tl;dr: 1 night rest converted to 1 hour rest and 1 day rest converted to 1 night rest for heroic hight fantasy purposes.

Re: Improved healing for (heroic) High Fantasy setting

I always liked Numenera's simple rest system. For each 1 day period, a character can take three rests. The first can be during a combat turn (10 seconds), the second a 10 minute round, and the third an hour.  They get 1 HD of healing.

Re: Improved healing for (heroic) High Fantasy setting

Crunk Posby wrote:

I always liked Numenera's simple rest system. For each 1 day period, a character can take three rests. The first can be during a combat turn (10 seconds), the second a 10 minute round, and the third an hour.  They get 1 HD of healing.

That seems very cool, considering the high mortality in the game.
Did you test it IYC ?

Re: Improved healing for (heroic) High Fantasy setting

I ran Numenera for a bit using it and liked it, but I haven't ported it over to an OSR game yet. (I currently use a wildly different house ruled system and most healing is done through alcohol, drugs, and desserts...)

Re: Improved healing for (heroic) High Fantasy setting

Crunk Posby wrote:

(I currently use a wildly different house ruled system and most healing is done through alcohol, drugs, and desserts...)

Excellent, definitively love it!

Re: Improved healing for (heroic) High Fantasy setting

Healing

Low (roll 2 HD, keep lowest)

Tea* (10 servings)     10sp/oz
Coffee*     (5 servings)      5sp/oz
*requires boiled water and mug (1cp)

Medium (roll 1 HD)ǂ

Ale/Beer*                          1cp/pint
Cannabis/Tobacco** (25 uses)                 5cp/oz
Spirits (16 uses)                             8sp/bottle
Wine (6 uses)                            12cp/bottle
*requires a waterskin (1sp), which can hold 2 pints
**requires a pipe (5cp) and tinderbox (1sp)

High (roll 2 HD, keep highest)ǂ

Lucia's Chocolate (*BitCh-p17-18)        
-Milk Chocolate Bar (8)                       8sp
-Box of Truffles (12)                          12sp
-Box of Honey Chocolates (4)                15sp
-Box of Mint Chocolates (6)                      18sp
-Blueberry Chocolate Blossom                 7sp
*Luck 1 = additional effect
**as above, but make a Luck roll for each effect

Re: Improved healing for (heroic) High Fantasy setting

I added a skill to my skill list (physicker)

LotFP Big Revised List of Possible Skills ver 2.08

Big Revised List of Possible Skills ver 2.08

Architecture
Athletics – replaces Climb – much broader spectrum
Bushcraft
Cartography - ability to read and make maps
Languages
Lore/History – success and you know a fact to a question (perhaps).
Physicker – success and heal 1d2hp a day to the wounded, or cure disease 1x week per subject.
Sailor – operation of boat on the water.
Search
Sleight of Hand
Sneak Attack
Stealth
Tinker

Of course Specialist get 4 pips to start and 2 additional pips every level gained.

All others except Witch get 2 pips to start and 1 additional pip every 3 levels gained.