I looked over many systems. Realistic games heal slower. Most fantasy games heal in one day. Cinematic games heal after each scene.
Because of that I'll implement a scaling system with 3 levels into ABS12.
Natural Healing Rate
How quickly a character recovers depends on the type of game being played.
Realistic = 1 Life per day
Standard = Restore all life with full sleep
Cinematic = Restore life after each scene
My Research Notes
For D20 related games
Vitality is based on one's class + CON modifier.
A regular character looses all accumulated damage at the end of a scene.
A special character regains 1 vitality per career level per hour of rest & 1 vitality per day.
Mend check (DR: 15) heals 2d6 damage.
A character's Life (LIF) equals three times Health (HLT) plus two times Will (WIL).
Light Wound 2xHLT
Serious Wound 3xHLT
Critical Wound 4xHLT
Fatal Wound 5xHLT
Each character has by default 2 physical stress and 2 mental stress with values of 1point and 2point. They also have 3 consequence slots: mild, moderate, and severe. Physique adds physical stress boxes with higher values. Will adds mental stress boxes with higher values.Both can add an additional mild consequence at superb rating.
At the end of the conflict after taking a breath, all stress return to their original states.
Mild consequences recover in one scene. Moderate consequences recover in one session. Severe consequences recover in one scenario.
Cumulating Wounds. Two wounded. One Neutralized. One Mortally Wounded.
Wounded: 3 days rest, roll.
Wounded twice: 3 days rest, roll.
Neutralized: 2 weeks rest, roll.
Mortally Wounded: 1 month rest, roll.
D6 has an optional localized wound system. It's a 2d6 roll. With head, neck, eyes, ears, arms, legs, torso, heart, and ribcage results and states.
Hit points equals (Size+Constitution)/2. Races may modify SIZ and CON. Major wounds equals HP/2.
Minor injuries CON/4 HP/24 hours
Major Wound must do a healing test & recover 1 HP/day
Health points equals (Body+Soul)*5.
Recovery is the amount of the Body stat per day.
Cliche dice regained at the end of combat at a healing rate determined by the GM.
Recover all ranks if not in danger.
Recover 1d6 ranks if still in danger. GM decides when to recover additional ranks.
Hits equals Action die + Wits die.
A Basic System 12 (ABS12)
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