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Post by Rat Salad on Jun 15, 2008 17:41:43 GMT -6
Anybody know what the rules in OD&D are for regaining lost hit points while in a dungeon? I'm having a hard time finding that, if it even exists. Thanks so much...my first OD&D dungeon is cooking along!
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Post by dwayanu on Jun 15, 2008 17:55:09 GMT -6
The Underworld & Wilderness Adventures, page 35: On the first day of complete rest no hit points will be regained, but every other day thereafter one hit point will be regained until the character is completely healed. This can take a long time.
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Post by Finarvyn on Jun 15, 2008 18:24:09 GMT -6
As far as I know there is no "official" rule for in-dungeon healing other than cleric spells and healing potions. Clearly this can be a problem when the characters are in a prolonged firefight without time to rest and heal up in between encounters.
My favorite "house" rule is that of binding wounds -- I allow a player to apply bandages and whatnot for 1d4 healing points following a battle. The character can't gain more points than were lost during that particular battle, and obviously can't bind up more than 100% of starting HP.
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Post by Rat Salad on Jun 15, 2008 19:12:48 GMT -6
Thanks so much...i like both of these suggestions. I'll probably end up doing a house-rule mix of the two ideas.
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Post by rabindranath72 on Jun 25, 2008 13:53:07 GMT -6
As far as I know there is no "official" rule for in-dungeon healing other than cleric spells and healing potions. Clearly this can be a problem when the characters are in a prolonged firefight without time to rest and heal up in between encounters. My favorite "house" rule is that of binding wounds -- I allow a player to apply bandages and whatnot for 1d4 healing points following a battle. The character can't gain more points than were lost during that particular battle, and obviously can't bind up more than 100% of starting HP. Nice house rule! In my games I have used the "A flagon of wine" rule from Conan memory: drinking a pint of strong liquor restores 1d6 hit points. I also tend to avoid giving out too many healing potions, and allow automatic healing of set number of hit points per day (stolen from the old TSR Conan modules).
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Post by geoffrey on Jun 25, 2008 14:35:54 GMT -6
In my games I have used the "A flagon of wine" rule from Conan memory: drinking a pint of strong liquor restores 1d6 hit points. Neat idea!
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Post by rabindranath72 on Jun 25, 2008 15:06:50 GMT -6
In my games I have used the "A flagon of wine" rule from Conan memory: drinking a pint of strong liquor restores 1d6 hit points. Neat idea! thanks! I should have added: can be used only once per day (to avoid PCs becoming drunkards ;D )
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Post by amityvillemike on Oct 28, 2008 18:55:30 GMT -6
In my games I have used the "A flagon of wine" rule from Conan memory: drinking a pint of strong liquor restores 1d6 hit points. Neat idea! I agree. I've been looking for a stop-gap solution for a low-level party in need of healing and I think this might just do the trick. I might drop the heal rate to 1d4, but I like the premise of it. I probably would have missed this thread completely if the spam hadn't dragged it out of necro-land. Perhaps the only time spam has worked in my favor.
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Post by calithena on Oct 28, 2008 19:48:15 GMT -6
dwayanu got it. I wonder if I exalted him for beating me to it twice.
I actually like playing with a medium number of healing potions (booze is an OK substitute) and NO CLERICS. This gives the players some options for healing but still takes hp seriously as a resource to be spent wisely.
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Post by Lord Cias on Dec 11, 2008 7:36:07 GMT -6
thanks! I should have added: can be used only once per day (to avoid PCs becoming drunkards ;D ) Or better yet, the character has to keep drinking until he gets completely plastered before getting 1d6 hit points. This ensures that PCs will be drunkards!!!
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