Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Heal rate options and adventuring days
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="slobo777" data-source="post: 6022259" data-attributes="member: 6694877"><p>The optional heal rates and guideline total xp for adventuring day are not completed rules yet. </p><p></p><p>However, I did notice that we were given in playtest 2, a dial for heal rates, but no corresponding dial for "adventuring day". To me, the two are linked, but this also brings in adventure-level design and pacing.</p><p></p><p>It seems reasonably obvious that if a team starts the day at e.g. 75% of total hit points, then what they can <em>expect</em> to achieve in that day is less than a team that starts at 100%.</p><p></p><p>It's not quite so obvious to me what the corresponding adventuring day or adventure guidelines should be.</p><p></p><p>With simple daily full healing, you could for instance, design a whole adventure, so that by the guidelines it had 4 days' worth of encounters. Then set a storyline time limit of 4 days to complete the adventure (else the bad plot thing happens) - simply give the players this information at the outset, and allow them to take an extended rest at any point. The players have an incentive to push harder when they are doing well, and have some flexibility when they are unlucky. And the whole PC/monster balance should play out by the standard assumptions of combat difficulty in the rules (whatever they are - currently is seems pretty easy, but quite a bit swingy so it is entirely possible for an adventure to spin off path and need some creativity in any case)</p><p></p><p>With the slower healing rules, it is not quite as clear to figure out what total xp to put into that same basic adventure design. Putting the same amount of encounters in as with overnight full healing would obviously reduce the PC's chances of success, and make the heroe's goals simply harder to achieve. I'm not sure advocates of slower healing rates are actually looking for that (maybe some are though, especially with the default game assumption being easy mode). Is the answer going to be a simple "less combat and damaging encounters" to go with slower healing?</p><p></p><p><em>What kind of "heal-matching" dials or advice for adventure days, or whole adventure design would posters like to suggest for the slower healing rates?</em></p><p><em></em></p><p>I am assuming a certain amount of "gamism" in the adventure design. For adventures where an assessment of PC chances of success and difficulty upfront is of low importance (lots of reasons and styles of play where this is the case, and I'm not at all anti- any of them), then I guess the heal-rate options are stand-alone and a choice made on what "feels right" in the game world independent of adventure design.</p><p></p><p>So a secondary question - is the "heal rate" dial <em>effectively</em> independent of encounter and adventuring day guidelines? In other words, if you are a group that chooses to set healing slower than reset-every-day, then actually you will be ignoring the adventuring day guidelines, and doing something else instead?</p></blockquote><p></p>
[QUOTE="slobo777, post: 6022259, member: 6694877"] The optional heal rates and guideline total xp for adventuring day are not completed rules yet. However, I did notice that we were given in playtest 2, a dial for heal rates, but no corresponding dial for "adventuring day". To me, the two are linked, but this also brings in adventure-level design and pacing. It seems reasonably obvious that if a team starts the day at e.g. 75% of total hit points, then what they can [I]expect[/I] to achieve in that day is less than a team that starts at 100%. It's not quite so obvious to me what the corresponding adventuring day or adventure guidelines should be. With simple daily full healing, you could for instance, design a whole adventure, so that by the guidelines it had 4 days' worth of encounters. Then set a storyline time limit of 4 days to complete the adventure (else the bad plot thing happens) - simply give the players this information at the outset, and allow them to take an extended rest at any point. The players have an incentive to push harder when they are doing well, and have some flexibility when they are unlucky. And the whole PC/monster balance should play out by the standard assumptions of combat difficulty in the rules (whatever they are - currently is seems pretty easy, but quite a bit swingy so it is entirely possible for an adventure to spin off path and need some creativity in any case) With the slower healing rules, it is not quite as clear to figure out what total xp to put into that same basic adventure design. Putting the same amount of encounters in as with overnight full healing would obviously reduce the PC's chances of success, and make the heroe's goals simply harder to achieve. I'm not sure advocates of slower healing rates are actually looking for that (maybe some are though, especially with the default game assumption being easy mode). Is the answer going to be a simple "less combat and damaging encounters" to go with slower healing? [I]What kind of "heal-matching" dials or advice for adventure days, or whole adventure design would posters like to suggest for the slower healing rates? [/I] I am assuming a certain amount of "gamism" in the adventure design. For adventures where an assessment of PC chances of success and difficulty upfront is of low importance (lots of reasons and styles of play where this is the case, and I'm not at all anti- any of them), then I guess the heal-rate options are stand-alone and a choice made on what "feels right" in the game world independent of adventure design. So a secondary question - is the "heal rate" dial [I]effectively[/I] independent of encounter and adventuring day guidelines? In other words, if you are a group that chooses to set healing slower than reset-every-day, then actually you will be ignoring the adventuring day guidelines, and doing something else instead? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Heal rate options and adventuring days
Top