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*Dungeons & Dragons
An alternative to eight hour healing
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<blockquote data-quote="cthulhu42" data-source="post: 7269980" data-attributes="member: 6792361"><p>After having played 5E for about three years there's many things I love, a few things that annoy me, and one thing that drives me crazy. </p><p></p><p> The eight hour healing thing. </p><p></p><p> 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. When 3E came along and suddenly you healed 1 point per level per day we thought that was hot stuff! Sure, it wasn't realistic to think you could heal from broken bones and sword wounds in a few days, but somehow it "felt" realistic enough and that was fine. </p><p></p><p> 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!</p><p></p><p> 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. I get that... magic. All of that is fine. But I cannot get myself to suspend enough disbelief to make this eight hour heal work for me. </p><p></p><p> There's got to be a better way. </p><p></p><p> 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. Also, my idea is in it's infancy and not at all fleshed out. If you can poke holes in it, fine. If you can figure out ways players can abuse it, so much the better. </p><p></p><p> 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. </p><p></p><p> My idea is a divine spell available to any divine caster, including druids and paladins, etc, that would essentially do the same thing as the eight hour heal, but ONLY for healing. All other mechanics that rely on short or long rests would remain the same. I'm also not looking to cut into those caster's slots, so I'm thinking it would be a cantrip. I might even allow for an extra cantrip at first level just to keep those casters from losing out on another one. </p><p></p><p> So it might look something like this...</p><p></p><p><strong>DIVINE RECUPERATION (cleric, druid, paladin, etc)</strong></p><p><strong>Cantrip</strong></p><p><strong>Casting time: 8 hours</strong></p><p><strong>Range: 60' radius </strong></p><p><strong>Components: M (holy symbol, etc)</strong></p><p><strong>Duration: Instantaneous, concentration</strong></p><p><strong></strong></p><p><strong>You begin the spell and concentrate on it for eight hours. At the end of that time, all creatures of your choice gain all hit points back to their maximum. In addition, the caster receives the benefits of rest with regards to exhaustion. </strong></p><p><strong></strong></p><p> That is a quick first draft, and I'm sure there are problems galore with both it, and my idea. But that's what you guys are for, yes? So please, any and all ideas are appreciated.</p></blockquote><p></p>
[QUOTE="cthulhu42, post: 7269980, member: 6792361"] After having played 5E for about three years there's many things I love, a few things that annoy me, and one thing that drives me crazy. 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. When 3E came along and suddenly you healed 1 point per level per day we thought that was hot stuff! Sure, it wasn't realistic to think you could heal from broken bones and sword wounds in a few days, but somehow it "felt" realistic enough and that was fine. 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! 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. I get that... magic. All of that is fine. But I cannot get myself to suspend enough disbelief to make this eight hour heal work for me. There's got to be a better way. 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. Also, my idea is in it's infancy and not at all fleshed out. If you can poke holes in it, fine. If you can figure out ways players can abuse it, so much the better. 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. My idea is a divine spell available to any divine caster, including druids and paladins, etc, that would essentially do the same thing as the eight hour heal, but ONLY for healing. All other mechanics that rely on short or long rests would remain the same. I'm also not looking to cut into those caster's slots, so I'm thinking it would be a cantrip. I might even allow for an extra cantrip at first level just to keep those casters from losing out on another one. So it might look something like this... [B]DIVINE RECUPERATION (cleric, druid, paladin, etc) Cantrip Casting time: 8 hours Range: 60' radius Components: M (holy symbol, etc) Duration: Instantaneous, concentration You begin the spell and concentrate on it for eight hours. At the end of that time, all creatures of your choice gain all hit points back to their maximum. In addition, the caster receives the benefits of rest with regards to exhaustion. [/B] That is a quick first draft, and I'm sure there are problems galore with both it, and my idea. But that's what you guys are for, yes? So please, any and all ideas are appreciated. [/QUOTE]
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