All Wounds Are Not Alike – Part 1: Alternative Damage rules for 3.x

This entry is part 1 in the series All Wounds Are Not Alike

What are hit points? The most obvious answer is that hit points are a numeric index between healthy and imminent death, but there are other interpretations of the significance of this ubiquitous character statistic, and some of them lead the GM down interesting paths. This article will examine the first of these options, while parts […]

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All Wounds Are Not Alike Part 2: Bone-breaking damage for 3.x

This entry is part 2 in the series All Wounds Are Not Alike

The alternative damage-handling subsystem proposed in last week’s article suffers from one major flaw, as some of our commentators have pointed out – it involves additional processes and bookkeeping that can adversely impact the flow of combat. This flaw is present to a much smaller extent in this proposal. Once again, this is not a […]

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All wounds are not alike, part 3a: The Healing Imperative (Now Updated!)

This entry is part 3 in the series All Wounds Are Not Alike

In the first two parts of this series we examined alternative approaches to the simulation of injuries that were written cold, without the benefit of actual use in play. In this third and final part, I will describe a third – but this is an update on a variation that I have actually used (and […]

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All wounds are not alike, part 3b: The Healing Imperative (cont)

This entry is part 4 in the series All Wounds Are Not Alike

On Monday, I attempted to post the third part of the current series on alternate damage-handling systems for 3.x. Unfortunately, time ran out when I was only half-done… A quick refresher on where we stand. There are flaws in the system of progression for healing spells that result in an unacceptable degree of overlap, especially […]

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All Wounds Are Not Alike IV – Accelerated Healing

This entry is part 5 in the series All Wounds Are Not Alike

When I first started gaming, one of the hot topics of conversation was always Clerical Healing and how to stop Clerics being nothing more than “holy drip bottles”. Over the next 30-odd years, not much changed. At the heart of the problem are the “Cure” spells. Over the years, there have been many proposed cures […]

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All Wounds Are Not Alike V: Narcotic Healing (part 1)

This entry is part 6 in the series All Wounds Are Not Alike

I wasn’t going to make this a two-part article, but – as happens all too often – there was simply too much to include in the one post. Part two of this article will appear next week. I’ve often seen it suggested that players get addicted to the ease of healing that comes with “Holy […]

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All Wounds Are Not Alike V: Narcotic Healing (part 2)

This entry is part 7 in the series All Wounds Are Not Alike

It has often been suggested that players get addicted to the ease of healing that comes with “Holy Water Drip Bottle” syndrome. And that prompted me to ask what would result from making it really addictive, with all the associated problems that come with it. In part 1, I simplified the general pattern of addiction […]

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