Hi All - first post here
I have to agree with bunny. We had the same problem with Healing (and we used HnS). Our battles were deadly, but as long as the healer was alive she just fixed everybody immediately. It was a bit boring. After introducing the time aspect to the healing, the players needed a few more fate points during battle and they started to think about strategy before battles. After more than 1 year "play-testing" in EoH, I would say the rules below were perfect for this setting. However, I think it always depends on your setting and style of play.
Major Healing:- Hits regenerate at 10HP per minute.
- Bleedings will stop immediately but will reopen if the character does not wait a time equal to the bleeding per round in minutes.
- Penalties need one minute for each -10 (or fraction) to heal.
- One fractured bone needs 10 minutes to mend.
- Death Criticals need 30 minutes of total rest to recover (inactivity).
- The other scaling options need another 5 minutes for Light, 10 minutes for Medium and 30 minutes for Severe injuries.
- The time for different options is parallel, while the time for the same option, but for different wounds is cumulative.
Minor Healing (Option 1 - this is the one we use):- Hits regenerate at 10HP per hour.
- Bleedings will stop immediately but will reopen if the character does not wait a time equal to the bleeding per round in hours.
- Penalties need one hour for each -10 to heal.
- Death Criticals need 12 hours of total rest to recover.
Minor Healing (Option 2 - I think I would use this one in future campaigns):- Hits regenerate at 1HP per minute.
- Bleedings will stop immediately but will reopen if the character does not wait a time equal to 10 times the bleeding per round in minutes.
- Penalties need one minute for each -1 to heal.
- Death Criticals need 4 hours of total rest to recover.