I remember having at least one cleric in every party.The eight hour healing thing.
Look, I know D&D has never been about realism. I've been playing in one form or another for over thirty years. I remember holing up in a dungeon room for days on end, healing a point a day.
Take an 8 hr nap and you'll be fine with it!But now, with 5E, you take seriously life threatening wounds, take a nice eight hour rest, and boom, you're back to full! And it's killing me!
You want to focus on that last bit, because that's where successful rationalizations for hps & healing can be found.Don't get me wrong, I understand why they did it, and I love the fact that it keeps the game moving. There's a lot that's GOOD about the eight hour heal. The problem is, it is the one thing in the game that I just can't see happen without my eyes rolling back into my head. I can rationalize everything else in the game that defies logic and realism. I get that the PC's are Heroes. I get that hit points are not meant to represent just how much pure physical damage you can take.
Hit points are one of the most abstract things in D&D, perhaps the major mechanic that most clearly illustrates that D&D is not and cannot be made into an actual simulation ('process sim' at the outside), and, yet, they're actually one of the most effective mechanics D&D has ever brought to the table. They model the 'plot armor' that keeps protagonists alive in fiction, without completely eliminating any sense of jeopardy or risk from play. As whacky as it seems when you try to force it into a realistic model of injury, it's a very good sub-system for what it does. The thing is, what hit points do - negate hits - isn't quite as clear from the label 'hit point' as it could be, and that the label 'healing' is entirely at odds with what merely restoring hps would represent in the fiction.There's got to be a better way.
Hit points are mostly about the capacity to avoid injury, not endure it - a limited last-ditch capacity of luck/fatigue/whatever that gets used up quickly. Unless you're making deaths saves, you haven't taken a remotely serious injury. Once you're no longer making death saves, that serious injury that threatened your life is stabilized and no longer affecting your ability to fight/adventure/etc. You don't have to completely, literally, heal that injury before your capacity for avoiding injury is fully restored. That's all overnight healing represents, re-charging that capacity. Likewise, it's all most healing - Second Wind, Healing Word, etc - represents. 'Healing' is prettymuch a misnomer.Before I get into my idea, I'd love if anyone else has had this issue and has resolved it, either through coming up with some kind of reasonable explanation, no matter how tenuous.
Considering that you played in parties back in the day that had no choice but to rest for days on end to recover hps, I think the problem with the magical solution should be obvious: not everyone wants to play a magic-wielding faith-healer.So please understand that I'm not out to take away the eight hour heal. I love the fact that it keeps the game moving. What I need is a rational or a mechanic that makes it work. So of course I'm looking into something magical.
Ritual would be the obvious way to go, there, that's exactly what rituals are for: spells that take a long while to cast out of combat and don't use up slots.I'm also not looking to cut into those caster's slots, so I'm thinking it would be a cantrip.
Thanks for the replies. Some very good stuff here.
Trust me, I get the abstract nature of hit points. I understand that they are not meant to represent sword cuts and broken bones. BUT... at a certain point you ARE dealing with sword cuts and broken bones. Some damage IS real. If you're getting into combat with swords and maces as frequently as D&D characters do, some of those hits are going to be real damage. I know that's up to me as the DM since the game doesn't differentiate, but I have to believe it's true.
That's the thing though - you don't. The DM is responsible for describing the environment and narrating the result of the adventurers' actions. If you don't describe broken bones, sword cuts, shattered hands, or other grievous injuries, then the disconnect you're having by imagining characters sleeping those injuries off cannot occur. The problem is not with the rules but with your description.
But if you can't see yourself changing your description, I strongly suggest examining how the rule your propose will actually affect play. What other issues might is create even as it tries to solve the initial problem?

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