D&D 5E Those who come from earlier editions, why are you okay with 5E healing (or are you)?


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Flexor the Mighty!

18/100 Strength!
We just made it into a running joke that a good nights rest cures cancer and people in this world all heal like Wolverine. I quit running 5e but in our backup game we still play it. So every time we get a rest in you hear "well that huge neck tumor seems to have went down." or "well looks like my arm grew back and my AIDS is gone!". And depending on the situation it hasn't helped much with the adventuring day issue as it seems a lot of the published materials make it quite safe to rest a lot, so in ToA the same DM ran we were pretty much blowing our wad each fight then getting a rest in.
 


Gadget

Adventurer
We just made it into a running joke that a good nights rest cures cancer and people in this world all heal like Wolverine. I quit running 5e but in our backup game we still play it. So every time we get a rest in you hear "well that huge neck tumor seems to have went down." or "well looks like my arm grew back and my AIDS is gone!"

Well, this joke applies to all editions of D&D, or really any game that uses Hit Points or something similar. It's just that instead of over night, it is a week or more of taking it easy that can cure cancer or AIDS. I don't really see a relevant difference.
 

Flexor the Mighty!

18/100 Strength!
In my playing of older editions, or S&W I'm running now, major injuries are almost always healed via spells over a couple days of rest and spell casting. I'm not sure I ever saw a PC heal of major HP loss via rest unless it was in a downtime deal after they cleaned out the dungeon.
 

In my playing of older editions, or S&W I'm running now, major injuries are almost always healed via spells over a couple days of rest and spell casting. I'm not sure I ever saw a PC heal of major HP loss via rest unless it was in a downtime deal after they cleaned out the dungeon.

I agree. In previous editions, injuries were a thing. Now, they're inconsequential unless it causes character death or TPK. A slower healing rate gives magical healing the importance it should have and forces the players to manage their ressources (be it HP, HD, potions, scrolls, spells or whatever comes to mind). When you get to full power every single day, you spend everything you have every single day.
 

jayoungr

Legend
Supporter
The only difference it makes, in my experience, is in the pace of narration, not the pace of play--because my players aren't going to be doing anything while they're injured. It's just as easy to say "You spend a night healing up and go back to the dungeon next morning" as it is to say "You spent a week/month/year healing up and go back to the dungeon when you feel better."
 

Oofta

Legend
In my playing of older editions, or S&W I'm running now, major injuries are almost always healed via spells over a couple days of rest and spell casting. I'm not sure I ever saw a PC heal of major HP loss via rest unless it was in a downtime deal after they cleaned out the dungeon.

So does it matter how the healing happens if you use the alternate long rest rules? If there is no cost to the magical healing and it takes at least a few days to recover, what practical difference does it make?
 

So does it matter how the healing happens if you use the alternate long rest rules? If there is no cost to the magical healing and it takes at least a few days to recover, what practical difference does it make?

The big difference is that the players sometimes have to continue on their quest at less than full strength. Be it for time constrain, logical constrain or some other shenanigans. Being at full power every day encourages players to use every single ressource at their disposition. A boring play style in my taste. Whereas starting your day at a fraction of your power forces you to find different approach to some (if not all) encounter. It's like in the novels where the hero is hurt, take a few hours to bandage/rest and press on. (S)He's not at full strength, but the hero must go on. I think it makes for a better narrative.
 

Oofta

Legend
The big difference is that the players sometimes have to continue on their quest at less than full strength. Be it for time constrain, logical constrain or some other shenanigans. Being at full power every day encourages players to use every single ressource at their disposition. A boring play style in my taste. Whereas starting your day at a fraction of your power forces you to find different approach to some (if not all) encounter. It's like in the novels where the hero is hurt, take a few hours to bandage/rest and press on. (S)He's not at full strength, but the hero must go on. I think it makes for a better narrative.
Maybe you missed it or I wasn't clear: I'm asking about using the alternative long rest rules. A short rest is overnight, a long rest is several days, perhaps a week or more.
 

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