So after 6 hours of rest PC's are fully healed. Lots of people have trouble with this. Perhaps there is a better way to deal with the issue.
Make it a plot device! The god of healing, getting a bit too big for her britches, long ago implemented this plan. Every creature not dead heals overnight by her miraculous power. (This addresses the "but that's not realistic!" crowd). This is no more far fetched than dragons with hoards of treasure or mages with fireballs.
So if you don't like the "heal overnight" thing let the players change it for good or ill. The god of death is sick of this wimpy attitude and it makes his job harder, so he sponsors an artifact that cancels this effect. People get sick/wounded and stop recovering overnight. As his minions feed the artifact power/souls/whatever the area where healing overnight fails increases. Eventually the artifact will affect the entire world.
Let the players decide if they want to help the god of healing restore things to "normal" or if they want to help the god of death restore some semblance of balance. Placing the players into the decision making process for world events is empowering to them and helps deal with the thorny issue of believability at the same time.
Thoughts?
Make it a plot device! The god of healing, getting a bit too big for her britches, long ago implemented this plan. Every creature not dead heals overnight by her miraculous power. (This addresses the "but that's not realistic!" crowd). This is no more far fetched than dragons with hoards of treasure or mages with fireballs.
So if you don't like the "heal overnight" thing let the players change it for good or ill. The god of death is sick of this wimpy attitude and it makes his job harder, so he sponsors an artifact that cancels this effect. People get sick/wounded and stop recovering overnight. As his minions feed the artifact power/souls/whatever the area where healing overnight fails increases. Eventually the artifact will affect the entire world.
Let the players decide if they want to help the god of healing restore things to "normal" or if they want to help the god of death restore some semblance of balance. Placing the players into the decision making process for world events is empowering to them and helps deal with the thorny issue of believability at the same time.
Thoughts?