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D&D 5E 2/25/2013 L&L: This Week in D&D

So ... instead of regenerating PCs who can recover from anything that doesn't kill them in 8 hours (or an extended rest), we have regenerating human commoners (4 hp) who can recover from anything that doesn't kill them in 3 hours? :p

(Yeah, I know you can adjust the rate of healing to suit, but you could just as easily define an extended rest in 4e to be a week or a month.)

IMO, that combines 4e's overnight healing rates with 3e's "wizard heals up faster than the barbarian". Not seeing how anyone would see that as a positive.
 

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They could at least try to find a way for natural healing to do so proportionally. HD average + Con modifier per level every 4 hours perhaps? That's about the same rate as 1 per level per hour.
The simplest way is to recover 10% of your hit points every [DM-defined minor rest period] with full healing occuring after 10 consecutive [DM-defined minor rest periods]. Dividing by 10 and rounding down is very simple in a base 10 numerical system. :)
 

The simplest way is to recover 10% of your hit points every [DM-defined minor rest period] with full healing occuring after 10 consecutive [DM-defined minor rest periods]. Dividing by 10 and rounding down is very simple in a base 10 numerical system. :)

Well, I was trying to get around the matter of fractions at low levels, I don't think they're fun to track. The minimum resolution is therefore 1, and HD averages differ by 1 to distinguish classes..
 


This seems to me like [MENTION=42582]pemerton[/MENTION]'s posts in the earlier L&L thread writ large...

Time in the game world is explicitly made the resource of importance for healing (without magic) - and yet nowhere is the relevance or meaning of this "resource" explained. If game world time is actually a meaningful (i.e. limited) resource, then magical healing becomes eye-wateringly valuable. If it's not (i.e. the PCs can rest as long as they want) then the system described is essentially "100% recovery between encounters" with a fig-leaf of colour ("you are resting for a total of X hours") to make it sound semi-believable...

Sorry - not impressed with this.
 


So ... instead of regenerating PCs who can recover from anything that doesn't kill them in 8 hours (or an extended rest), we have regenerating human commoners (4 hp) who can recover from anything that doesn't kill them in 3 hours? :p

(Yeah, I know you can adjust the rate of healing to suit, but you could just as easily define an extended rest in 4e to be a week or a month.)

IMO, that combines 4e's overnight healing rates with 3e's "wizard heals up faster than the barbarian". Not seeing how anyone would see that as a positive.

Agreed. After reading this I am really not sure where they are coming from. I mean, i am fine with them going either way on the issue frankly. Personally I hate all the 4E healing stuff, but I at least understand where things like HD and the like are coming from and who they are trying to appeal to ith them. But regeneration? The people who endorse 4E healing almost universally come down against non proportionate healing, the people who dislike 4E heals want longer natural heal rates....this makes both of those groups very unhappy. This really makes me question Next. Not because its nonmagical healing either (i was resolved to just change the healing system if it didnt suit me given how controvertial its become), but because this choice makes so little sense.

EDIT: SCRATCH THAT, MISSED THE "per level" PART OF THE RULE.
 
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Wizards heal just as fast as Fighters. 1hp per hour is as fast as 1hp per hour :)

Agreed. And I'll add that the Wizard is healing faster because he only suffered light wounds. The Fighter took more of a beating. If the Wizard had taken the same beating as the Fighter, the Wizard would be dead. Each recovers from a light wound at the same rate.

But regeneration?

Since I am an adherent of what EGG defined as hit points in AD&D, I can't see how one can believe that recovery of mainly luck and stamina is equivalent to regeneration. And, as Mearls stated, is you think the rate is too fast, then make it longer in your game.
 

So ... instead of regenerating PCs who can recover from anything that doesn't kill them in 8 hours (or an extended rest), we have regenerating human commoners (4 hp) who can recover from anything that doesn't kill them in 3 hours? :p

I don't think it's really going to stay this way, given that already in this thread a lot of people are complaining.

But if it does stay, I don't have much problems. First, the "full-night rest" can still be applied, perhaps optionally, to heal all the remaining damage.

Then I have to say that your sentence doesn't convince me at all. You can see the HP of different classes as "Fighters have twice as many the HP of Wizards", but if you see it as "Fighters have the same HP as Wizards plus an extra bunch", then the perspective is already changed... and the Fighter doesn't necessarily need to heal twice as fast in absolute terms (or just as fast in % terms), he already has the benefit of additional HP during the day, which may anyway reset on a full-night rest.

I could also say, why should the Fighter be able to heal faster from a wound compared to a Wizard, or a Commoner? Does being trained in fighting makes your body heal faster? Maybe... but the Fighter can already withstand twice as many wounds. He's going to be targetted more often, but in turn with higher AC he might be hit proportionally less often. And anyway, aren't HP nowadays mostly "luck", "morale", "fatigue" and "scratches" rather than real wounds?

But then it's moot to argue over this, because they are never going to leave this idea as is, they are certainly going to make it proportional.
 

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