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Long Rest - Regain Full Hit Points
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<blockquote data-quote="marelion" data-source="post: 5921301" data-attributes="member: 6679828"><p>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.</p><p></p><p>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...<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>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="marelion, post: 5921301, member: 6679828"] 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. [/QUOTE]
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