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UninspiredName said:
Hey! I like D&D... Also, it's not 1 HP, but 1 HP per level. So a level 20 fighter resting with treatment would heal 20 HP instead of 1. Then you factor in how item-based D&D is, and it likely becomes much more. Potions are also fine in the absence of a druid or cleric.
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Eh, _if_ it's 1 HP per level, that's a very recent change in AD&D's rules - for more than 20 years, it was essentially 1 HP per day of _rest_, period. IIRC, every week you may've gotten a bonus bit of healing equal to your constitution bonus. That was it - if you were traveling, you weren't healing.
As far as potions go - they might've been fine in a Monty-Haul campaign, but generally speaking healing potions were rare, expensive (if they could even be purchased), and used in the direst of circumstances. Oh, and let's not forget, most of the potions were relatively useless for most characters who weren't very low level. The "common" potions healed something like 1-8, 2-16 and 3-18 HPs. Not really meaningful when your fight is down 70+ HPs, and then rolls a 2 out of possible 16.
So, you were stuck with needing a cleric in your party, in a game with the most insane ethical/moral framework of "alignment" (*), where most players would have throttled someone attempting to roleplay a cleric properly (ie, preaching and attempting to convince everyone to do things as their deity would wish).
* Yes, insane. When an entire alignment (Chaotic Neutral) is described as being likely to flip a coin to decide whether or not to follow a suicidal plan of action, that's more insane than the CN characters are supposed to be. It also ignores that CN might simply mean that a person didn't care much about good or evil, didn't like laws and conventions and cared more about individuals than the swarming masses of people. Oh, and evil alignments, as described (especially CE and NE), meant that you should be flaying puppies, openly torturing and killing, etc.