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Heal rate options and adventuring days
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<blockquote data-quote="slobo777" data-source="post: 6022315" data-attributes="member: 6694877"><p>Not really what I wanted to talk about. It's important to the game, and potentially related (in that too loose an adventure can let the players do 5MWD if they want) but a different can of worms I think <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p></p><p>This is what I'd like to discuss.</p><p></p><p>My understanding of your suggestion quoted is that slower healing rates might be used by your group to add a little gritty "realism" to injury recovery times in terms of the story. But the impact during an adventure is mainly going to be saying "you rest for 2 (or 3) days" as opposed to "you rest overnight". Perhaps with some flexibility, down to the players whether or not they feel the PCs need some full-on R&R, or are happy with healing up to 80% or 90% of maximum and going for however far that takes them.</p><p></p><p>That would of course mean that the same time-critical adventure design as in the OP ought to include one or two extra "rest days" in the planned time frame when using the slow recovery options. Alternatively it's just plain harder to succeed in the adventure.</p><p></p><p></p><p></p><p>Agreed. The current numbers seem off in multiple ways. </p><p></p><p>A bit of seat-of-the-pants tweaking is pretty common anyhow IME.</p><p></p><p>But I'd like to think WotC could get the numbers and advice better as the playtest goes forward. The tweaking and play-by-feel is all very well for experienced DMs, but very few start by intuitively doing this well. If numbers and advice eventually hit a solid playable middle ground, then wannabe DMs don't have to take as many risks, or as long to learn the ropes.</p><p></p><p>I'm not sure if the xp encounter-level guidelines should include "if the PCs beat the encounter too easily, send in a second wave, same xp cost" . . . ?</p></blockquote><p></p>
[QUOTE="slobo777, post: 6022315, member: 6694877"] Not really what I wanted to talk about. It's important to the game, and potentially related (in that too loose an adventure can let the players do 5MWD if they want) but a different can of worms I think ;) This is what I'd like to discuss. My understanding of your suggestion quoted is that slower healing rates might be used by your group to add a little gritty "realism" to injury recovery times in terms of the story. But the impact during an adventure is mainly going to be saying "you rest for 2 (or 3) days" as opposed to "you rest overnight". Perhaps with some flexibility, down to the players whether or not they feel the PCs need some full-on R&R, or are happy with healing up to 80% or 90% of maximum and going for however far that takes them. That would of course mean that the same time-critical adventure design as in the OP ought to include one or two extra "rest days" in the planned time frame when using the slow recovery options. Alternatively it's just plain harder to succeed in the adventure. Agreed. The current numbers seem off in multiple ways. A bit of seat-of-the-pants tweaking is pretty common anyhow IME. But I'd like to think WotC could get the numbers and advice better as the playtest goes forward. The tweaking and play-by-feel is all very well for experienced DMs, but very few start by intuitively doing this well. If numbers and advice eventually hit a solid playable middle ground, then wannabe DMs don't have to take as many risks, or as long to learn the ropes. I'm not sure if the xp encounter-level guidelines should include "if the PCs beat the encounter too easily, send in a second wave, same xp cost" . . . ? [/QUOTE]
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