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5E Healing and my next Greyhawk campaign
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<blockquote data-quote="Mort" data-source="post: 7247877" data-attributes="member: 762"><p>Standard 5E healing revolves around the short and long rest - 1 hour for the short rest, 8 hours for the long rest.</p><p></p><p>Basically a long rest recovers most ills (some exceptions but not that many).</p><p></p><p>In my last campaign this was just the way it was - the reasoning etc. wasn't discussed.</p><p></p><p>In my next campaign, I'm thinking of changing that up and throwing a curve ball at the players.</p><p></p><p>First, the campaign will be in Greyhawk - one of my favorite settings. I'm going to explain to the players that Greyhawk is steeped in magic both Arcane and Divine from eons of Gods, Demi-Gods, powerful mortals having walked the land. The land has absorbed this energy and essentially redirects it: minor cuts are healed within an hour (HD recovery and a short rest) and even major life threatening injury recovers quickly - an 8 hour long rest. The Arcane recovery of wizards and clerics can also be explained this way as well as the short and long rest resets of the other classes can be explained this way too.</p><p></p><p>Here's the curve-ball:</p><p></p><p>The timeline will be one where Iuz (the evil demigod of Deceit, Evil, Oppression, Pain, and Wickedness) will have been recently freed and is re-consolidating his power base. He has discovered/perfected a ritual to corrupt the land so that in areas he/his followers have gotten to and performed it (still working out the details) the full healing/recovery benefit only works for those that have sworn loyalty to Iuz. Everyone else will need 24 hours to receive the benefits of a short rest and 7 days for the benefits of a long rest.</p><p></p><p>Obviously this will mean a significant change in tactics/strategy on the part of the players and a real urgency to stop Iuz/find a counter ritual etc.</p><p></p><p>Thoughts? Suggestions? comments?</p></blockquote><p></p>
[QUOTE="Mort, post: 7247877, member: 762"] Standard 5E healing revolves around the short and long rest - 1 hour for the short rest, 8 hours for the long rest. Basically a long rest recovers most ills (some exceptions but not that many). In my last campaign this was just the way it was - the reasoning etc. wasn't discussed. In my next campaign, I'm thinking of changing that up and throwing a curve ball at the players. First, the campaign will be in Greyhawk - one of my favorite settings. I'm going to explain to the players that Greyhawk is steeped in magic both Arcane and Divine from eons of Gods, Demi-Gods, powerful mortals having walked the land. The land has absorbed this energy and essentially redirects it: minor cuts are healed within an hour (HD recovery and a short rest) and even major life threatening injury recovers quickly - an 8 hour long rest. The Arcane recovery of wizards and clerics can also be explained this way as well as the short and long rest resets of the other classes can be explained this way too. Here's the curve-ball: The timeline will be one where Iuz (the evil demigod of Deceit, Evil, Oppression, Pain, and Wickedness) will have been recently freed and is re-consolidating his power base. He has discovered/perfected a ritual to corrupt the land so that in areas he/his followers have gotten to and performed it (still working out the details) the full healing/recovery benefit only works for those that have sworn loyalty to Iuz. Everyone else will need 24 hours to receive the benefits of a short rest and 7 days for the benefits of a long rest. Obviously this will mean a significant change in tactics/strategy on the part of the players and a real urgency to stop Iuz/find a counter ritual etc. Thoughts? Suggestions? comments? [/QUOTE]
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