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GX.Sigma

Adventurer
Voice of truth!!

Do you know what would really make the gamers understand that they are supposed to use modules?

Making no healing be the starting point.

Just that, zero healing, nothing... which clearly means that you have to pick at least one of the additional options presented otherwise the game won't work.

This would also mean, that in any public convention or FLGS event, they always have to pick at least one of the healing mini-modules, but there is no "default" or "home base" to fall back to.
You have to have some default, though. You can't just publish a game that says "here, design the game yourself."
 

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Sadrik

First Post
Nice to see they see the need to justify HP as a setting/genre choice. Really the question I have is what is the baseline assumption for HP? Sure everyone can change the rules on how HP work but that base line assumption better be the best foot forward.

1/2 HP from a long rest while in the wilds and full while in town, I get what he is thinking but... It might better to use long term care rules for 5e. Characters under care could heal like in an inn. That one assumption should correct the error I see.
 
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Zaukrie

New Publisher
Nope, the more I think about it, the more it encourages kill a couple of monsters, run back to town play. How would you explore the isle of dread using these rules, or ant large wilderness?
 

GX.Sigma

Adventurer
How would you explore the isle of dread using these rules?
The same way you did when it was first published, only with a lot more free healing. (In B/X it was 1d3 HP per full day of rest, no matter your level or max HP.)
 
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DEFCON 1

Legend
Supporter
Voice of truth!!

Do you know what would really make the gamers understand that they are supposed to use modules?

Making no healing be the starting point.

Just that, zero healing, nothing... which clearly means that you have to pick at least one of the additional options presented otherwise the game won't work.

Admittedly... this also makes the most sense for me personally, and pretty much follows the same exact reasoning for my "don't have a default casting method for any spellcasting class and just offer up the options that the DM and players can select from when they create their campaign" opinion that all of us discussed probably 6 months ago... but I do in fact have to admit that for completely new gamers... having a baseline default is probably a necessity. If for no other reason than to not have two disparate rulings in two different books.

The Basic Game red box would probably need to have a set, default healing method... because that game is module-free (with everything pre-selected). But if you then had the 5E Player's Handbook say "actually... there's no default method whatsoever, we just lied to you in the red box because we thought you were an idiot that needed his hand held"... that wouldn't exactly go over well (even if it was written a little less brusque as I just made it here.)

We learned with the Keep on the Shadowfell and 4E Red Box fiascos that if the basic game doesn't actually match the full game (and thus allow for ease-of-use and seamless transition) people are gonna get bent out of shape and never stop complaining about it. So let's just go ahead and make the default in the 5E PH the same as the 5E basic game... but just offer up all the additional methods too so that people could switch out if they so chose.
 

Kinak

First Post
I appreciate the article and agree with a lot of the points (HP as a genre indicator and so forth). The level of detail is nice too. I'd like more, but it's definitely better than many past articles.

But the healing system suggested seems broken, in the sense that it doesn't do what they want it to. Resource recovery needs to work on a unified timeline. It doesn't matter if it takes a minute between fights or a month, the game will only play in a consistent manner if refilling HPs, refilling spells, and refilling other "daily" abilities works at the same rate.

The default being "HP come back slower than spells" will bring us right back to caster/martial complaints and clerics burning through their spells out of combat so the adventure can continue.

They really need synch them up, as they already were in the first packet, and let people dial resource recovery to the speed of their game rather than dialing HP recovery to "the speed of the game unless you have a healer or manage to nova things down without getting injured."

Cheers!
Kinak
 

DEFCON 1

Legend
Supporter
I don't care for making clerics even more heal bots than they already are in Next.

I find this article very disappointing.

Well, to be fair... it would make Clerics, Druids, Paladins, Rangers, and Bards ALL healbots equally, as each class now gets Cure Wounds at 1st level. So all five of these classes will be expected to heal relatively the same amount. ;)
 

Zaukrie

New Publisher
I thought people were arguing magic would also not be able to fully heal you, sorry, I was trying to reply to them......as for the exploration rules, I would say you could set up a camp that was equal to an inn.....like if you were the princess ark or something.
 

CM

Adventurer
I'd rather see town-rest provide some sort of boon above and beyond HP recovery, than to have wilderness-rest be penalized (which I think, is more common in most games).

I do like the sliding scale posited earlier in the thread by Chris_Nightwing, and could easily see that as a tidy little 4e houserule: Extended rests taken in a comfortable, safe location provide each character with 2 bonus healing surges above their maximum, while extended rests taken in an uncomfortable and dangerous location provide each character with 2 fewer healing surges than normal.
 
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