In what way is tapping your wounded with magic sticks not part of a narrative? I mean, it may seem like a silly, contrary-to-genre narrative, but it's not like it's just hand-waved or anything.I despised needing CLW wands. I was happy they chose a narrative method for hit point recovery in 5E.
Unfortunately, having a game able to handle varied pacing in spite of fixed rest/recharge/healing times would require class and encounter balance more robust than the broader D&D fanbase is willing/able to accept (to judge from the edition war, anyway).The problem is how this doesn't work for all narratives.
For some stories, healing up full just because you got a night's sleep will mess with pacing or challenge.
To this many say "so choose one of the optional DMG rules then"
But this, or any singular suggestion, misses the point.
Which is: you want rules that support different pacing during different times, often within the same campaign!
No matter what the rules say it will be a bad fit for many adventures.
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Consistency of the narrative. The characters should know how long it takes them to get their spells back.Is there a particular reason right now that you can't change the definition of short and long rests during the campaign? Why do you have to use only one definition throughout the entire campaign?
The problem with the wand of Cure Light Wounds was that players could buy them, easily, and it allowed them to heal up to full after every fight without expending any meaningful resources. The item was ludicrously cheap, compared to the expected-wealth-by-level chart.
That problem is fixed in 5E, because magic items aren't for sale.
The problem is how this doesn't work for all narratives.
For some stories, healing up full just because you got a night's sleep will mess with pacing or challenge.
To this many say "so choose one of the optional DMG rules then"
But this, or any singular suggestion, misses the point.
Which is: you want rules that support different pacing during different times, often within the same campaign!
No matter what the rules say it will be a bad fit for many adventures.
It is the very notion that whatever solution you choose, you should choose only that, and stick with it. And if you're not happy, completely throw it out and exchange it for some other singular rule.
In what way is tapping your wounded with magic sticks not part of a narrative? I mean, it may seem like a silly, contrary-to-genre narrative, but it's not like it's just hand-waved or anything.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.