Healing in RPGs - Resource Management or Daily Recharge?
In the latest episode of The Brainstorm Podcast, we discussed healing in RPGs, mostly in the different editions of D&D. One thing that struck me is how the later editions made healing easier and less of a resourced needed to be managed.
Up through 2e, Clerics & Druids had to use specific spell slots for healing spells to the exclusion of other types of spells. Given a choice between Bless and CLW, I'd go for CLW every time.
3e introduced spontaneous casting of healing spells. Now you could memorize what you wanted and yet had the flexibility to burn a spell memorized to cast a healing spell. The resource management is loosening up. Oh, and healing spells at nearly every spell level. No longer are levels 2 thru 3 a barren wasteland bereft of healing.
4e had Healing Surges, which made healing much more accessible and lessened the need for specific healing classes.
5e has it's Hit Dice Pools. And long rests. Healing is no longer a resource to be managed, at least as I see it.
For me, the sweet spot is somewhere between earlier editions and 3e. I'd allow one swap per spell level, and allow the burning a higher level spell slow for a lower level healing spell.
Just some thoughts that came up after listening to the episode.
The Minotaur for Old-School Essentials
*Requirements:* Minimum STR 9, Minimum CON 9
*Prime Requisite:* STR and CON
*Hit Dice:* 1d10
*Maximum Level:* 8
*Armor:* Leather, including shield...