| Post/Author/DateTime | Post |
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| #1transcendantviewerSep 15, 2015 23:53:07 | Anybody know of a different form of healing system? I have the DMG and I do like the healing systems that they suggest, but I'm finding myself looking for a more "Trickle Charge" style healing, rather than just "Takes more time for the same result". Like what you used to have back in 3.5, but the problem with that is that Fighters could just spend an afternoon of repeated Short Rests and walk away fully healed while the rest of the party has to pray they don't get ambushed for the next two days. |
| #2AaronOfBarbariaSep 16, 2015 3:17:45 | Step one to adjusting the rate of healing in your game is to actually understand how healing currently works - there is nothing that requires a party to be able to take multiple distinct short rests without doing anything noteworthy between, as the defined amount of time for a short rest by default is "at least one hour" rather than "one hour." As a result, when the fighter says "I rest" and when the hour required has passed they say "I rest again" what they are really saying is not that they take two 1 hour short rests, but that they take one 2 hour short rest.
Oh, and it doesn't at all matter what the book says or the default rules are - you are the DM, you are the one in charge, not the rules; change them as you see fit (the only thing that could stop you is your players not being interested in the changes you make). |
| #3Rya.ReisenderSep 16, 2015 3:40:41 | I generally determine when character can do a (new) short rest and how often they can do short rests per day without suffering exhaustion. And they only can do long rests if they actually played out a whole adventurer's day.
Yeah, the Fighters will have lots more HP resources than say the Wizard and the Rogue, who quickly run out of hit dice, but in my games that is usually auto-balanced by them voluntary tanking most of the damage.
I once developed a HP/LP system where HP only represent your stamina and LP are your life points. Only when HP is zero or on critical wounds you lose LP. And any healing spells or effects only work for HP, LP only recover when you clear the chapter. (It's more complex than that but I don't want to go into detail here.) |
| #4transcendantviewerSep 16, 2015 9:29:24 | I already considered that. And Aaron, I know I am in full control. No offense to either of you, but those responses don't resolve my issue. I'm looking for a more realistic healing system.. Not just one that takes long periods of time, but one that provides characters only small increments of health each day. The body only heals so quickly on its own and it's often slow. The resolution that I've come up with was the following: "After finishing a Long Rest, you recover all expended spell slots, any Life Drain or Ability Damage sustained heals completely, and you regain a number of hit points equal to twice your maximum number of hit dice + your Constitution Modifier (Minimum 2). Finishing a Long Rest refunds 1 hit die to you. You can only take two Short Rests between Long Rests." |
| (Reply to #4)AaronOfBarbaria |
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| #6sleypySep 16, 2015 9:54:03 |
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