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General Tabletop Discussion
*Dungeons & Dragons
Slow Natural Healing: is it the best official rule for both Wilderness and Dungeon campaigns?
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<blockquote data-quote="tetrasodium" data-source="post: 9144130" data-attributes="member: 93670"><p>Pretty much, but it still explicitly avoids the benefits of longer recovery & it's pretty brazen about it. </p><p>[spoiler="slow natural healing"]</p><p>SLOW NATURAL H EALING </p><p>Characters don't regain hit points at the end of a long </p><p>rest. Instead, a character can spend Hit Dice to heal at </p><p>the end of a long rest, just as with a short rest. </p><p>This optional rule <strong>prolongs</strong> the amount of time that </p><p>characters need to recover from their wounds without </p><p>the benefits of magical healing and works well for </p><p>grittier, more realistic campaigns. </p><p>[/spoiler]</p><p></p><p>Hit dice recovery is explosive, HP recovery from hitdice is explosive. Those two factors mean that the consideration to taking a rest is "As long as the GM doesn't execute a PC or TPK the group & blow up the campaign before the rest finishes, we will be fine". With the old <a href="https://dnd.arkalseif.info/feats/complete-warrior--61/faster-healing--1084/" target="_blank">1-3 per character level per day</a> of 3.x & even slower in 2e before that it meant that the consideration changes to "are we in an area where an interrupted rest <em>could</em> deal 1-3 (or more) points of damage per character level?". The difference is in the rate of recovery not how long it takes.</p><p></p><p>Even with a few levels tucked in their belt the answer was almost always going to be "<em>duh... of course we are!</em>" in the older editions while with slow natural healing its relevant consideration can be answered with "<em>obviously not because our GM has put in a lot of work and isn't running a meatgrinder </em><a href="https://rpg.stackexchange.com/questions/51227/what-is-a-funnel" target="_blank"><em>funnel</em></a>". A healer could absolutely use their spell slots to top folks off a bit after a rest & they did, but that's not so easy when many PCs need topping off or a couple need huge recovery & they probably don't want to burn too many slots because Bob was a careless jerk (again). topping off like that from spell slots would carve out a big chunk of their capabilities after the deed is done. </p><p></p><p>Even with topping off from slots with an interrupted rest there's the obvious concern of "will that dead patrol/monster/etc attract a <em>bigger</em> encounter?" plausible enough that it's a scenario to proactively avoid walking into making it reasonable for the healer+group to tell bob that he needs to shape up & stop<a href="https://www.youtube.com/watch?v=BKP1I7IocYU" target="_blank"> being rude to the other party members</a> with his playstyle. Once that was done the group would feel the need to work together as a team to make each other shine by filling each other's weaknesses with their strengths rather than just all going for maximum personal spotlight as long as Alice can step in to soak the consequences for them instead of being awesome at using the strengths of her PC's party role.</p><p></p><p>Slow natural healing is written so Bob can be rude and Alice won't need to soak anything, in doing so though it preserves most of the problems present in the default resting rates while creating the new ones I mentioned earlier.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9144130, member: 93670"] Pretty much, but it still explicitly avoids the benefits of longer recovery & it's pretty brazen about it. [spoiler="slow natural healing"] SLOW NATURAL H EALING Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. This optional rule [B]prolongs[/B] the amount of time that characters need to recover from their wounds without the benefits of magical healing and works well for grittier, more realistic campaigns. [/spoiler] Hit dice recovery is explosive, HP recovery from hitdice is explosive. Those two factors mean that the consideration to taking a rest is "As long as the GM doesn't execute a PC or TPK the group & blow up the campaign before the rest finishes, we will be fine". With the old [URL='https://dnd.arkalseif.info/feats/complete-warrior--61/faster-healing--1084/']1-3 per character level per day[/URL] of 3.x & even slower in 2e before that it meant that the consideration changes to "are we in an area where an interrupted rest [I]could[/I] deal 1-3 (or more) points of damage per character level?". The difference is in the rate of recovery not how long it takes. Even with a few levels tucked in their belt the answer was almost always going to be "[I]duh... of course we are![/I]" in the older editions while with slow natural healing its relevant consideration can be answered with "[I]obviously not because our GM has put in a lot of work and isn't running a meatgrinder [/I][URL='https://rpg.stackexchange.com/questions/51227/what-is-a-funnel'][I]funnel[/I][/URL]". A healer could absolutely use their spell slots to top folks off a bit after a rest & they did, but that's not so easy when many PCs need topping off or a couple need huge recovery & they probably don't want to burn too many slots because Bob was a careless jerk (again). topping off like that from spell slots would carve out a big chunk of their capabilities after the deed is done. Even with topping off from slots with an interrupted rest there's the obvious concern of "will that dead patrol/monster/etc attract a [I]bigger[/I] encounter?" plausible enough that it's a scenario to proactively avoid walking into making it reasonable for the healer+group to tell bob that he needs to shape up & stop[URL='https://www.youtube.com/watch?v=BKP1I7IocYU'] being rude to the other party members[/URL] with his playstyle. Once that was done the group would feel the need to work together as a team to make each other shine by filling each other's weaknesses with their strengths rather than just all going for maximum personal spotlight as long as Alice can step in to soak the consequences for them instead of being awesome at using the strengths of her PC's party role. Slow natural healing is written so Bob can be rude and Alice won't need to soak anything, in doing so though it preserves most of the problems present in the default resting rates while creating the new ones I mentioned earlier. [/QUOTE]
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Slow Natural Healing: is it the best official rule for both Wilderness and Dungeon campaigns?
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