Arnold argues that healing kind of sucks but also is kind of nice. I also think healing is good if it lets players take more risk.
But how to implement without stacks upon stacks of healing potions making it possible to tank through everything at some point? Here's an idea.
Water as healing
All players have a waterskin. If you get damaged, you can drink from it to gain 1d6 hp. If you gain 3 or more HP this way, your waterskin is empty.
This is essentially a free health potion you can use (to good effect) once a day if you get damaged.
(Pouring a bit of water out for other purposes does not drain this, but you can't do it if the skin is empty.)
You can't heal in this manner if:
- You've emptied a waterskin today.
- This is all the refreshment you can get from hydration; other lost hitpoints represent exhaustion, minor wounds, etc.
- Your waterskin is empty.
- You need to find water (either outside the dungeon, or some sort of fountain) before you can heal again.
- You haven't been damaged today.
- The water represents recuperation from immediate harm. Drinking more and more water after the initial harm isn't going to magically get you back to full health.
- Waterskin == full
- Waterskin E == empty
- Waterskin E T == empty and used today
- Waterskin T == used today (erase next day, it's full)
PC's can drink from the waterskins of others. But if they've emptied their waterskins that day and/or have not been damaged that day, it does nothing.
It's assumed PC's can refill their waterskin while resting outdoors (unless desert or Mordor or what have you). In dungeons water will have to be found.
If your waterskin is empty you won't dehydrate if you still have rations (rations are considered to hydrate you, you just can't eat one in combat.)
What I like about it
- It provides an Estus flask-like mechanic of healing that refills when resting at certain area's. It's a controlled resource that players can use once per day, per find, and per damage suffered.
- It's a bit of a gamble to use. You may not get to use it again if you do; but if so, it's because you got healed relatively a lot.
- It somewhat fits in the fiction. Taking a swig of water mid-combat is weird. But HP is the ability to shrug of damage and fighting and suffering is exhausting. You're sweating like a pig. A dungeoneer drinking water while fighting is like a cyclist drinking while sprinting.
- It fits with the low glory low level OSR aesthetic. Desperate poor tomb raiders won't have a magical flask or such shenanigans, but they will have water.
- It puts a limit on potion-like healing. You can't just power through on a stack of potions. I'd probably get rid of healing potions entirely using this system. Or say that healing potions take like an hour or a day to take effect. Reduce their usability to just soak up combat.
- Water is relatively easily available but also easily explained away. If you want players to be able to heal only after they've rested outside a dungeon, simply don't add water to the dungeon or make the water foul (stagnant, poisonous). But if you do want players to be able to heal in a dungeon -- say, when they're really battered, holed up in a barricaded dungeon room -- it's easy and believable to add a trickle of water to a random dungeon room. This allows them to emerge from the room with full waterskins and 1d3 resting HP.
What I don't like about it
- It might be a bit too much healing. It gives every player a potential max 6 HP healing for basically free. That is A LOT for a system (like OSE) that tells you you heal 1d3 PER FULL DAY of rest!
- At the same time, I want (limited per day, etc) water to replace health potions in a way. So it should be a lot more useful than resting, and a lot less spammable than health potions.
- That's why I added "only usable once a day and only if you were damaged since the last time", so that 1d3 per day is still the usual. Drinking water implies second wind in the moment recuperation, you can only do it in response to recent damage, not just whenever.