Healing the Natural Way (and other mysteries.)
Healing in the original little brown books is commonly interpreted as occurring at the rate of one hit point per day. This is likely based on the following statement found in Volume III of the Little Brown Books. "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."
The nature of hit points is often discussed among gamers and the question of "What do the hit points represent?" is frequently pondered. Returning to the original source, the statement in Volume III that immediately precedes the above quote refers to healing "common wounds" by natural means. Turning to Volume I we find the following reference to hit points, "being the number of points of damage the character could sustain before death." Reaching "zero" hit points must therefore mean that character death is imminent? That is the way it is often interpreted. As with many aspects of the original rules, much is left open ended and it seems the intent is for the referee to add additional detail where desired.
Under the heading "Hit Dice" the author of Volume I addresses this intent when he states, "Whether sustaining accumulative hits will otherwise affect a character is left to the discretion of the referee." will the character suffer a specific "wound" that limits their ability to move, engage in combat, cast magic or perform any other adventuring task is left to referee discretion - presumably by development of a personalized method (such as a random table) whereby the nature of any such injury will be adjudicated beyond the application of mere referee's whim (although nothing in the rules prevents just that).
Let's suppose that our adventuring character is ruled to have sufferer a specific "wound" to their leg. (The classic, "arrow to the knee"?) Applying the rule that the character will recover no hit points on the first day of rest, but will "heal" one hit point each day spent resting following the first, we can imagine a somewhat natural healing of such an injury, especially if ours is an experienced adventurer with more than a dozen hit points that have been lost.
An explanation of the "hit point" concept and the associated increase in HP corresponding with a rise in level can be found in many sources (and I have red and listened to a number) over the decades with a common one being something along the lines of the explanation given by the same author of those 3 LBBs in his Dungeon Masters Guide:
Because these (hit points) reflect both the actual physical ability of the character to withstand damage — as indicated by constitution bonuses — and a commensurate increase in such areas as skill in combat and similar life-or-death situations, the “sixth sense” which warns the individual of some otherwise unforeseen events, sheer luck, and the fantastic provisions of magical protections and/or divine protection.
"Skill in combat", the "sixth sense" that would allow a character to side-step danger and "sheer luck" or "divine protection" are all factored into the danger equation as hit points - a finite sum that can decrease to zero resulting in the character's death. Obviously not every incident of "damage" being deducted from the character's hit points need represent an actual wound. Some could be explained by using up one's luck, or divine favor, or what-ever. The accumulated loss of hit points would expose the character to a point where the "fatal blow" is delivered as hit points reach zero.
I must query, "How does the character die?" Provided the final hit point is lost at the point of an enemy's sword, is it a thrust through the heart? Death by a thousand cuts? Decapitation?
Ultimately this doesn't matter - dead is dead. But suppose zero hit points means fatally wounded instead? It is common practice for players to attempt to stabilize or "heal" a character who is at death's door - usually through the application of some magical means. Healing magics are included in the game and the question of whether it's "too late" seems seems legitimate.
With the single exception of rolling dice for ability scores, no aspect of the rules-as-written have received more attention than death. It is therefore essential that the referee give some thought to how death will be handled in the campaign - preferably prior to the first session. A discussion with the players can ensure that everyone is on the same page and will go a long way towards building trust - an essential aspect in any relationship.
Alongside "death" rests the topic of damage and healing. While it is not strictly necessary to discuss the nature of hit points and what they represent, it is a good idea to establish and discuss how lost hit points will be recovered. It certainly helps players to plan use of their resources - including magical healing. My experience with various editions has emphasized the vast difference between healing a single point of damage overnight and recovering all lost hit points after a long rest (usually defined as a single 6-8 hour period of inactivity).
Resources other than hit points are associated with "resting". The so-called "Vancian" magic system deployed in the original 3 LBBs and continued through subsequent editions is a traditional part of the World's Most Popular Role-Playing Game mechanics. The authors of the original edition describe spells and character class levels in Volume I of the 3 LBBs in this way:
The number in each column opposite each applicable character indicates the number of spells of each level that can be used (remembered during any single adventure) by that character... A spell used once may not be reused in the same day.
The exact interpretation of the phrase "remembered during any single adventure" deserves close attention. The most common practice used in various editions that follow the original 3 LBBs is that a caster will consult a spell book and memorize a number of spells per day limited by level and may cast each memorized spell once.
This method of handling spell memorization and recovery is explained in the Dungeon Masters Guide (printed 1979) to the first Advanced edition wherein the author states:
Spell recovery, whether cleric/druid or magic-user/illusionist, requires about the same period of time. In order to pray and meditate for a new spell to replace one used, or in order to study and memorize such a spell, it is necessary that the spell-user rest and revitalize his or her mental faculties.
The author goes on to establish a time frame for memorization as follows:
Whether one or more spells are to be regained, the minimum time required for complete rest (usually sleep) is that required for the highest spell to be recovered. Minimum rest periods are shown below:SPELL LEVEL 1-2 3-4 5-6 7-8 9Rest Time 4 hours 6 hours 8 hours 10 hours 12 hours
Thus we can see how the memorization method is established which has been followed since. Personally, I prefer to extrapolate upon the wording. Borrowing an idea found in sources of literature and other games, I wonder about the connection with certain supernatural beings who perhaps aid the magic user in acquiring the magic spell - in a manner rather similar to a cleric who prays to their patron deity for their spells. Is the magic user tapping into a relationship with some powerful entity which is assisting them in gaining their memorized spell (I am thinking about the Warlock class from later editions, perhaps)?
Once again while consulting the words I find in Volume I of the original 3 LBBs I postulate; what else might the phrase "during any single adventure" imply?
I like to think that each spell is prepared in a laboratory or seclusium and involves a more extended and "magical" formula be followed than spending a few minutes with one's traveling spell book as described in the Advanced game. Once a spell is "remembered" in this manner, it may be cast once each day - at least as long as the material spell component supply holds out. This interpretation seems just as easy as the more popularized method and I find it more evocative of the tone I like to encourage in the games I run.
I hope this brief discussion highlights a couple of the interesting ways that our old tried and true rules can be re-examined and creatively recast to deliver a fresh and exciting new slant on fantasy gaming. The do-it-yourself spirit of the early days of role-playing is what grabbed my attention from the start and continues to keep me excited about the hobby forty-some years later.
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