D&D 5E Slow Natural Healing in actual play

alienux

Explorer
Having started with the 1983 Red Box Basic, and then mostly playing 2E before 5e, it won't surprise you that I often think healing in 5E is a little too easy for my taste. However, we generally stick to the core rules and have been using standard Long Rest healing.

I have been thinking about switching to Slow Natural Healing from the Adventuring Options in the DMG for a new campaign. I've read some posts here and on other sites, but most discussions I've found talk about the order of gaining HD vs. spending HD, or just generally about implementing it. I'd like to know how it actually affects the game. For those of you who have used this option, how does it really affect the game in practice? It seems like it will accomplish what I want to do, but does it cause any unforeseen issues or potential problems? Does it really make that much difference in making the adventure grittier?
 

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iserith

Magic Wordsmith
I've been in a few games that implemented the various slow healing or lingering injuries rules. I'm never sure what anyone means by wanting the game to be grittier - and maybe they don't either - but in my experience, these rules just make the game slower, especially if the party had a dearth of dedicated healers. And since I'm such a stickler for the game moving at a pretty good clip, slower is always worse for me. So I guess if I were you I'd really think about what I mean by "grittier" and define that very specifically, then decide if there was some way I could get that without slowing the game down to a crawl with the slow healing rules.
 

alienux

Explorer
The DMG uses the word grittier, so that's probably why most posters use that word. For me, gritter means that healing isn't so easy as just a simple, "I went to bed at the verge of death and woke up in perfect mental and physical health after 8 hours." Grittier would mean working harder to avoid damage when possible (emphasizes planning as much as fighting), and making HP a more valuable resource rather than something I can just use up and then recover fairly easily.
 

iserith

Magic Wordsmith
The DMG uses the word grittier, so that's probably why most posters use that word. For me, gritter means that healing isn't so easy as just a simple, "I went to bed at the verge of death and woke up in perfect mental and physical health after 8 hours."

Resolving this issue would seem to me to be a matter of realigning what you think hit points mean. See "Describing the Effects of Damage," Basic Rules, page 75.

Grittier would mean working harder to avoid damage when possible (emphasizes planning as much as fighting), and making HP a more valuable resource rather than something I can just use up and then recover fairly easily.

Here you might get that result by making gold equal XP and then increasing the difficulty level of the challenges standing between the PCs and the treasure. I imagine you would be more likely to get cautious planning and decision-making as opposed to slow natural healing where you'll tend to get more laying about in my experience.
 

alienux

Explorer
Resolving this issue would seem to me to be a matter of realigning what you think hit points mean. See "Describing the Effects of Damage," Basic Rules, page 75.

Thanks. I'm well familiar with that section of the rules, but that doesn't really address my question of how the Slow Natural Healing has played out in actual games. If anyone has used this option, I'd love to hear opinions on how it worked out.
 

iserith

Magic Wordsmith
Thanks. I'm well familiar with that section of the rules, but that doesn't really address my question of how the Slow Natural Healing has played out in actual games. If anyone has used this option, I'd love to hear opinions on how it worked out.

Right, as I said, it makes the game slower in my experience. PCs lay about more often to heal up and/or they get dedicated healers that use a larger portion of their spell slots to deal with it. That means everyone typically says "Not it!" to the healer when it's time to make characters. They might also buy a ton of potions of healing if they are available for purchase. These latter two are typically employed if the DM puts time constraints on the adventure that makes laying about undesirable. Otherwise their bedrolls are going to see a lot of use.

If that's anyone's definition of "grittier," then mission accomplished! If the goal is to make the players more cautious, I can say I haven't seen that as an outcome.
 

Flexor the Mighty!

18/100 Strength!
If I ever run 5e again I'd have to do something about the healing. Change long and short rest durations, and remove spell casting from that so if a long rest takes a week it doesn't take a week to recover spells. After a while it got hard for me to take the game seriously due to the a good rest cures cancer approach and the whack a mole shenanigans. However if you are running a Last Action Hero style game without much resource management then getting put on deaths door 7 times in a day then being right as rain after a quick nap works well with the style.
 

DEFCON 1

Legend
Supporter
I ran two games of Curse of Strahd which ended recently, and ran a much more "gritty" (for lack of a better term) game. Here's some of the things I had:

Healing Word and Cure Wounds did not exist in Barovia.
A Short Rest was 8 hours, a Long Rest was 7 days.
The '3 Death Saves' system was replaced with the Exhaustion chart, and Lingering Injuries occurred when PCs reached Exhaustion Level 4.

I did allow some "healing" to occur... players could still spend Hit Dice, the Healer feat could be taken and used, Paladins could still Lay on Hands, and Potions of Healing existed and herbalists could still create them.

The results were as follows:

A 7-day Long Rest period was too long. The actions of the PCs in both groups in Barovia could not warrant "taking a week off" from both their actions and the results of their actions. Time could not "stand still" as it were to let them regain their health because the plots and stories they got themselves involved in would not let them. As a result, I ended up having to shorten Long Rests down to about 3 days (+ a day or two if a PC was in Exhaustion Levels 4 or below) just to allow forward momentum of the story while still trying to maintain some semblance of "grittiness".

What this told me is that it would be impossible for me to ever create a "realistic" type of recovery via rest situation in D&D, unless I purposely created short adventures that allowed for Downtime between them (and thus could also lay up wounded PCs). Curse of Strahd was definitely not that kind of adventure.

It also made explicit the idea for why Hit Dice exist in 5E as well as overnight recovery. Because my players constantly talked about how if they had the Healing Word and Cure Wound spells at their disposal, they would have just cast and cast and cast them over and over to get everyone back up on their feet, then slept, woke up, and just cast and cast and cast some more if it meant they didn't want to spend 3 to 7 days "resting" for a Long Rest. Which tells me that even if I was in a future campaign to make it such that the recovery of spells and class features remained a 24 hour "long rest" but that healing and the recovery of hit dice were kept to 5 to 7 days for a "more realistic slow healing" type of situation... the players wouldn't bother waiting. They'd just cast healing spells ad infinitum. Which truth be told, is pretty much exactly how we always played in AD&D, 2E and 3E as well. Screw long natural healing recovery times... just bust out repetitive Cleric spells or Cure Light Wounds wands.

So my conclusions were that all long recovery times did was screw up adventure pacing unless I was to build a campaign specifically to have individual short adventures that could Downtime between then. Also, that any delay in recovery that could be overcome by just casting healing spells would be taken. Essentially, we'd be having Clerical 5-Minute Workdays.

My solution going forward? No idea. I ran a pair of Tyranny of Dragons games using the standard 1 hour / 8 hour Short/Long Rest mechanics (which were... fine, I guess), and a pair of Curse of Strahd games using 8 hour / 7 day (eventually 3-5 day) Short/Long Rest mechanics (which really didn't work for long rests). Neither blew me away. And thus I need to try to figure out something else.
 
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I don't mind slow healing as long as there is a magical fast healing alternative that is generally available. You know what's not fun? A 'gritty' setting with slow natural healing and limited magical healing. Parties camping for 5 days to heal up after every moderate-difficulty encounter gets old fast.
 

DEFCON 1

Legend
Supporter
I don't mind slow healing as long as there is a magical fast healing alternative that is generally available. You know what's not fun? A 'gritty' setting with slow natural healing and limited magical healing. Parties camping for 5 days to heal up after every moderate-difficulty encounter gets old fast.

Precisely. And which is why I think WotC just added 24 hour recovery to the game... because players would use every spell slot at their disposal to cast healing spells rather than wait to recover, so the 24 hour full recovery just cuts out the middle man and the Cleric's 5-Minute Workday.
 

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