pming
Legend
Hiya!
Been there, done that...er...do that.
Here's my general house rule regarding 'quality'; it related to HP's recovered. (NOTE: This was created a while ago for my 1e game, then translated/updated for my 1e/Hackmaster game).
Condition for that day HP recovered
More than mild activity (combat, fleeing, working forge, etc.) +0 / day
Mild activity +1 / day
Mild activity + first aid: sew wounds +2 / day
Mild activity + healing check +2 / day
Complete rest +3 / day
Mild activity + sew wounds + healing +4 / day
Complete rest + healing +5 / day
Complete rest + sew wounds +6 / day
Complete rest + healing + herbalism +6 / day
Complete rest + sew wounds + healing +7 / day
Complete rest + sew wounds + healing + herbalism +9 / day
As you can see, the "Skills" used are for Hackmaster 4th Ed, but I use them as an all-purpose "this is what you need to do using whatever Skills, Backgrounds, or Special Abilities". So a person with a Healers Kit can automatically "Sew Wounds"; if they also have the Medicine Skill (actually taken, so they can use their Prof Bonus), they can make a Skill roll (typically I set the DC to between 8 and 10...lower/higher depending on circumstance; so in a cities 'hospital', probably a DC5...but with only candle light in a damp, cold cave several miles into the Lands of Deepearth/Underdark/Underground might be a DC 12 or even 15).
This has the effect of letting my players have an actual, serious discussion about leaving the dungeon to go back to camp, or even town, to rest...or stick it out in the dungeon.
EDIT: Forgot to mention; I have another small table that has bonuses/penalties to HP recovery based on the "comfort level" of the rest. At a warm inn with clean water, sheets, bandages, and hot cooked food...bonus HP; at a safe woodland camp with warm camp food, bedroll, tent...small bonus or nil; in an undead filled dungeon infested with rats, insects and the rot of the dead...penalty to HP recovery. I can't find the chart right now, but it's only about 6 or 7 'things'.
EDIT EDIT: ...and yes, you can actually LOOSE HP's trying to recover in a really bad spot with really bad/no skills or bandages or REALLY bad skill checks (re: natural 1, or maybe 2 if it's absolutely HORRIBLE conditions)!
^_^
Paul L. Ming
I wish there was a more detailed "quality of rest" mechanic, where sleeping in a warm safe bed of an Inn is better than under a flimsy blanket, shivering in the woods with wolves howling around you.
Been there, done that...er...do that.

Here's my general house rule regarding 'quality'; it related to HP's recovered. (NOTE: This was created a while ago for my 1e game, then translated/updated for my 1e/Hackmaster game).
Condition for that day HP recovered
More than mild activity (combat, fleeing, working forge, etc.) +0 / day
Mild activity +1 / day
Mild activity + first aid: sew wounds +2 / day
Mild activity + healing check +2 / day
Complete rest +3 / day
Mild activity + sew wounds + healing +4 / day
Complete rest + healing +5 / day
Complete rest + sew wounds +6 / day
Complete rest + healing + herbalism +6 / day
Complete rest + sew wounds + healing +7 / day
Complete rest + sew wounds + healing + herbalism +9 / day
As you can see, the "Skills" used are for Hackmaster 4th Ed, but I use them as an all-purpose "this is what you need to do using whatever Skills, Backgrounds, or Special Abilities". So a person with a Healers Kit can automatically "Sew Wounds"; if they also have the Medicine Skill (actually taken, so they can use their Prof Bonus), they can make a Skill roll (typically I set the DC to between 8 and 10...lower/higher depending on circumstance; so in a cities 'hospital', probably a DC5...but with only candle light in a damp, cold cave several miles into the Lands of Deepearth/Underdark/Underground might be a DC 12 or even 15).
This has the effect of letting my players have an actual, serious discussion about leaving the dungeon to go back to camp, or even town, to rest...or stick it out in the dungeon.
EDIT: Forgot to mention; I have another small table that has bonuses/penalties to HP recovery based on the "comfort level" of the rest. At a warm inn with clean water, sheets, bandages, and hot cooked food...bonus HP; at a safe woodland camp with warm camp food, bedroll, tent...small bonus or nil; in an undead filled dungeon infested with rats, insects and the rot of the dead...penalty to HP recovery. I can't find the chart right now, but it's only about 6 or 7 'things'.
EDIT EDIT: ...and yes, you can actually LOOSE HP's trying to recover in a really bad spot with really bad/no skills or bandages or REALLY bad skill checks (re: natural 1, or maybe 2 if it's absolutely HORRIBLE conditions)!
^_^
Paul L. Ming
Last edited: