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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="DEFCON 1" data-source="post: 9144214" data-attributes="member: 7006"><p>Agreed. This was the whole reason why Wands of Cure Light Wounds became such a big deal for a lot of tables in 3E, and why the game eventually switched over to overnight recovery of all hit points.</p><p></p><p>In Ye Olden Days, because tables knew well enough that going out to adventure when down on HP was foolhardy and that the '1 HP per day' natural recovery did absolutely nothing... the group would sleep overnight, wake up, have the Cleric blow all their spells on just healing, then wait around 24 hours until the could sleep again and then have the Cleric blow their spells on healing a second time (and hope to maybe top most PCs off)... and at some point, the group would feel comfortable going off to adventure when they were almost at full. Anyone remember playing Baldur's Gate I and II? That's exactly what most of us did. And eventually they added a 'Sleep Until Fully Healed' option in the Settings just to save all of us time.</p><p> </p><p>Then in 3E, the game made things a little less onerous on Cleric PCs by making the ability to craft Level 1 Cure Light Wound wands with 50 charges exceedingly cheap-- a Craft Wands feat and like 100 GP or so? So at least that way when the party would bed for the night they could just blow charge after charge after charge of the CLW wand to get people almost back to full and not force the Cleric to use all their spells on healing.</p><p></p><p>And that became such a prolific tactic by a lot of tables that when it came time to design 4E, WotC just said 'Screw it!' and let PCs regain all their hit points overnight on their own-- seeing as how most tables were already doing that anyway through magic item CLW wand means. And if 4E was not going to have the magic item crafting rules like 3E did... they just decided to change the natural recovery rules to produce the same results.</p><p></p><p>And now in 5E they continued in the same direction with full overnight recovery. And I don't see that changing any time soon, because there just aren't enough DMs who dislike full overnight recovery due to "verisimilitude" to warrant WotC changing things back to slow recovery times as a default. Because even if WotC did... a lot of tables would just return to the 2E days of taking two, three, five days off from adventuring so that the Cleric and other healing classes can blow all their spells one night on healing, then wait for the next day to regain their slots for actual adventuring.</p><p></p><p>Sorry DMs... but like it or not, your players just don't want to go on life-threatening adventures when they are down hit points. And that's exactly what will happen if you try and re-institute 'Slow Natural Healing' rules... the players will circumvent them by once again just waiting around a couple days with their thumbs up their butts to eventually magical gain all their HP back via spells.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9144214, member: 7006"] Agreed. This was the whole reason why Wands of Cure Light Wounds became such a big deal for a lot of tables in 3E, and why the game eventually switched over to overnight recovery of all hit points. In Ye Olden Days, because tables knew well enough that going out to adventure when down on HP was foolhardy and that the '1 HP per day' natural recovery did absolutely nothing... the group would sleep overnight, wake up, have the Cleric blow all their spells on just healing, then wait around 24 hours until the could sleep again and then have the Cleric blow their spells on healing a second time (and hope to maybe top most PCs off)... and at some point, the group would feel comfortable going off to adventure when they were almost at full. Anyone remember playing Baldur's Gate I and II? That's exactly what most of us did. And eventually they added a 'Sleep Until Fully Healed' option in the Settings just to save all of us time. Then in 3E, the game made things a little less onerous on Cleric PCs by making the ability to craft Level 1 Cure Light Wound wands with 50 charges exceedingly cheap-- a Craft Wands feat and like 100 GP or so? So at least that way when the party would bed for the night they could just blow charge after charge after charge of the CLW wand to get people almost back to full and not force the Cleric to use all their spells on healing. And that became such a prolific tactic by a lot of tables that when it came time to design 4E, WotC just said 'Screw it!' and let PCs regain all their hit points overnight on their own-- seeing as how most tables were already doing that anyway through magic item CLW wand means. And if 4E was not going to have the magic item crafting rules like 3E did... they just decided to change the natural recovery rules to produce the same results. And now in 5E they continued in the same direction with full overnight recovery. And I don't see that changing any time soon, because there just aren't enough DMs who dislike full overnight recovery due to "verisimilitude" to warrant WotC changing things back to slow recovery times as a default. Because even if WotC did... a lot of tables would just return to the 2E days of taking two, three, five days off from adventuring so that the Cleric and other healing classes can blow all their spells one night on healing, then wait for the next day to regain their slots for actual adventuring. Sorry DMs... but like it or not, your players just don't want to go on life-threatening adventures when they are down hit points. And that's exactly what will happen if you try and re-institute 'Slow Natural Healing' rules... the players will circumvent them by once again just waiting around a couple days with their thumbs up their butts to eventually magical gain all their HP back via spells. [/QUOTE]
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Slow Natural Healing: is it the best official rule for both Wilderness and Dungeon campaigns?
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