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Most frustrating quirk of 5E?
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<blockquote data-quote="5ekyu" data-source="post: 7537080" data-attributes="member: 6919838"><p>For a campaign running nearly 18 months i used the following:</p><p>Long rests do not regain any HP, just all your spent HD (so no HP but raise HD from half to full)</p><p>At any time a character gets healed they can spend HD to increase the healing gained (limited by spell level, making the HD a in-game in-play resource, not just a between encounters/sessions resource.)</p><p></p><p>The net result was that the short/long rest healing (spending HD) was put into competition for in-game in-play resources (HD spent to boost healing when in dire straights.) </p><p></p><p>There wasn't any overall increase in "time spent sitting and brooding over the adventuring we are not doing" with weekly delays in play, but the net result was fewer spells used for healing during combat and the emergency healing being able to help keep folks up and avoid going down to zero. But after things got to "get better for tomorrow, there were effective healing thru spells+HD to use (and various abilities that maximize those effects were golden.)</p><p></p><p>So, magic played a role and verisimilitude was maintained, without enforced downtime and 7-1 rations between short and long rests. </p><p></p><p>This led to more of a choice - the characters could choose downtime when they wanted, not be forced into it after some bad rolls cost them their Hp and weekly refresh rates demanded they sit things out (and that storylines be shoved into that square peg of a weekly recovery time frame as well.)</p><p></p><p>Carrying much of that forward into the next campaign as well, since it worked well last time. Considering dropping bits and fiddlies that in themselves did not really matter much and just complicated it.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7537080, member: 6919838"] For a campaign running nearly 18 months i used the following: Long rests do not regain any HP, just all your spent HD (so no HP but raise HD from half to full) At any time a character gets healed they can spend HD to increase the healing gained (limited by spell level, making the HD a in-game in-play resource, not just a between encounters/sessions resource.) The net result was that the short/long rest healing (spending HD) was put into competition for in-game in-play resources (HD spent to boost healing when in dire straights.) There wasn't any overall increase in "time spent sitting and brooding over the adventuring we are not doing" with weekly delays in play, but the net result was fewer spells used for healing during combat and the emergency healing being able to help keep folks up and avoid going down to zero. But after things got to "get better for tomorrow, there were effective healing thru spells+HD to use (and various abilities that maximize those effects were golden.) So, magic played a role and verisimilitude was maintained, without enforced downtime and 7-1 rations between short and long rests. This led to more of a choice - the characters could choose downtime when they wanted, not be forced into it after some bad rolls cost them their Hp and weekly refresh rates demanded they sit things out (and that storylines be shoved into that square peg of a weekly recovery time frame as well.) Carrying much of that forward into the next campaign as well, since it worked well last time. Considering dropping bits and fiddlies that in themselves did not really matter much and just complicated it. [/QUOTE]
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