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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: 9144460" data-attributes="member: 7006"><p>And that was indeed possible and I think expected back in Ye Olden Times, where adventuring was primarily about treasure hunting (because treasure gave you XP.) When players went treasure hunting, there was nothing wrong with leaving a dungeon after clearing like five chambers, going to town, healing up, doing some downtime, and then going back.</p><p></p><p>But 3E came about as the transition edition where adventuring was no longer about collecting gold for XP... it was about the narratives and stories that gave PCs purpose for risking their lives. Rescuing people, protecting villages, stopping rituals, washing up on the shores of an island after a wreck, and so forth. And more often than not, these adventures required parties to keep calm and carry on to "solve" or "complete" whatever the issue was before something bad happened. And thus there just wasn't "downtime" to be had. You had to keep going and pushing forward-- no way to go home and "recuperate" for a week via Slow Healing and Recovery-- not unless you wanted that blacksmith's child sacrificed at the dark altar to summon the demon.</p><p></p><p>So in adventures like that... it was get healed up as quickly and efficiently and completely as possible in order to forge ahead. And the Wand of Cure Light Wounds that could be crafted cheaply by a PC during downtime before the adventure was the best way to accomplish that. Sure, some tables didn't go in that direction... but I remember the talks on boards like this of people who did it all the time because it just made the most logistical sense.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9144460, member: 7006"] And that was indeed possible and I think expected back in Ye Olden Times, where adventuring was primarily about treasure hunting (because treasure gave you XP.) When players went treasure hunting, there was nothing wrong with leaving a dungeon after clearing like five chambers, going to town, healing up, doing some downtime, and then going back. But 3E came about as the transition edition where adventuring was no longer about collecting gold for XP... it was about the narratives and stories that gave PCs purpose for risking their lives. Rescuing people, protecting villages, stopping rituals, washing up on the shores of an island after a wreck, and so forth. And more often than not, these adventures required parties to keep calm and carry on to "solve" or "complete" whatever the issue was before something bad happened. And thus there just wasn't "downtime" to be had. You had to keep going and pushing forward-- no way to go home and "recuperate" for a week via Slow Healing and Recovery-- not unless you wanted that blacksmith's child sacrificed at the dark altar to summon the demon. So in adventures like that... it was get healed up as quickly and efficiently and completely as possible in order to forge ahead. And the Wand of Cure Light Wounds that could be crafted cheaply by a PC during downtime before the adventure was the best way to accomplish that. Sure, some tables didn't go in that direction... but I remember the talks on boards like this of people who did it all the time because it just made the most logistical sense. [/QUOTE]
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Slow Natural Healing: is it the best official rule for both Wilderness and Dungeon campaigns?
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