Long Rest - Regain Full Hit Points


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    Long Rest - Regain Full Hit Points

    So far, I am ecstatic with what I am seeing in the playtest, but the one thing that bothers me at this point is that your character regains all of its lost hit points after a full 8 hour rest.

    I would rather see this as an optional module rule than part of the core, as it means that a character can be near death, and as long as he has 1 hit point going into a Long Rest, the next day, he wakes up miraculously cured of all injury.

    Otherwise, again, I am really liking what I am seeing from the playtest rules.

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    'But the discord of Melkor rose in uproar and contended with it, and again there was a war of sound more violent than before, until many of the Ainur were dismayed and sang no longer, and Melkor had the mastery.'

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    If the final game ends up with that rule it'd be easy enough to houserule out, but I'd prefer the core rules make it quite a bit harder than that to rest up naturally and then let people houserule 'easy' in.

    That said, it's also possible they've chucked that in as a temporary measure simply to make the playtest easier; so you're doing more adventuring (and thus putting more strain on the rules) and less resting.

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    Quote Originally Posted by Melkor View Post
    So far, I am ecstatic with what I am seeing in the playtest, but the one thing that bothers me at this point is that your character regains all of its lost hit points after a full 8 hour rest.

    I would rather see this as an optional module rule than part of the core, as it means that a character can be near death, and as long as he has 1 hit point going into a Long Rest, the next day, he wakes up miraculously cured of all injury.

    Otherwise, again, I am really liking what I am seeing from the playtest rules.

    Thoughts?
    I don;t have an issue with it... But I also didn't have an issue with 4e's healing myself.

    Personally I think it would be easier to make long healing the optional rule here. It seems like changing from long healing assumed to short healing assumed would mess with balance more then changing from short healing assumed to long healing assumed would be.

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    If the long rest = full heal does stick around, that will be the very first thing I houserule.

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    I'm not crazy about that either. But it's easy enough to ignore or house rule. I would say if you can only heal whatever hit dice you have left for healing. If you want to heal up in the morning that's fine. Just don't get hurt during the rest of the day. Or you could just ignore the hit dice/healing mechanic altogether. (Though I kind of like it myself.)


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  6. #6
    I think I'm okay with full hp after resting. Just because you get back ALL hp does not mean your wounds are healed. You might still have that broken leg, but as a tough adventurer you just press on to finish that goblin tribe that caused it.

    -YRUSirius

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    Quote Originally Posted by YRUSirius View Post
    I think I'm okay with full hp after resting. Just because you get back ALL hp does not mean your wounds are healed. You might still have that broken leg, but as a tough adventurer you just press on to finish that goblin tribe that caused it.

    -YRUSirius
    You make a good point there. If a module is added for lingering injuries, regardless of current hit point level, I could probably get behind the "Long Rest = Full HP Recovery" rule.
    Last edited by Melkor; Thursday, 24th May, 2012 at 09:14 PM.
    'But the discord of Melkor rose in uproar and contended with it, and again there was a war of sound more violent than before, until many of the Ainur were dismayed and sang no longer, and Melkor had the mastery.'

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    ø Ignore Dausuul
    Quote Originally Posted by Mercutio01 View Post
    If the long rest = full heal does stick around, that will be the very first thing I houserule.
    Yup, same here. Though I'll run it as written for the playtest, since the goal is to test the rules.
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    Quote Originally Posted by Mercutio01 View Post
    If the long rest = full heal does stick around, that will be the very first thing I houserule.
    Same here. I don't mind it as optional, but i would prefer the core to be more difficult to heal naturally. Fast healing like that should rely on magic.




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    ø Ignore marelion
    Well, honestly, I am perfectly fine with the superfast-healing PCs. It is not much fun to see a low-level campagn come to a grinding halt every time I throw a bruiser at the party. People often complain about the 15` Adventurer Day, but in game systems where wounds take long(er) to heal they are pretty muchg the norm.

    And on a second note, in a vancanian spell system slow healing really is a punch in the face of the wizard`s meatshields..ermh, I mean his trusted companions. So, I can beat this ogre with my axe, take 14 damage, rest a week or cast "sleep" and slit his throat? Waaaaaait, which option is preferable whenh it takes only 8 hours to regain my spell, tell me...

    The goal of the vancanian system the way Monte Cook puts it for DnDNext is to limit caster potential, not to set their surpremacy in stone.

    And it always felt a little awkward to go shopping after kicking your first 3-4 goblins`butts to get a Wand of CLW. Or smuggle it into the 'entirely random` loot list as a DM.

    It is not logical to heal from quasi-dead to Avatar of Live after a good nights rest and it may hurt immersion a little but it is a lot better than have the party retreat after every encounter.

    D&D focusses on Dungeons and Dungeon atmosphere suffers if the heroes get to make a quick escape anytime they want to because idf you prssed on as a GM they would end up dead. In the end this latter point is more intrusive to me than the "Captain Fast-Healer" syndrome of 4E. But YMMV, as always.

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