D&D 5E (2014) Healing and resting variants

Which variant rules do you / would you use?

  • Healer’s kit dependency

    Votes: 15 33.3%
  • Slow natural healing

    Votes: 17 37.8%
  • Gritty realism

    Votes: 15 33.3%
  • None / RAW

    Votes: 24 53.3%

Either core, or occasionally a little slower, with a rule that limits healing on a short rest to 1/2 HD max (5 minute short rests) and limits Long rest healing to no auto HP recovery, but no limit on HD expenditure (and recovering 1/2 level in HD).

The advantage of full HP on a long rest is it makes it easier to balance encounters.
Sure. But balanced encounters isn’t a goal for everyone.
 

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I use fairly close to RAW, just a little less. Characters don't recover HP after a long rest, and only get back 1/2 their HD after one.

It makes other sources of healing more meaningful when "we'll just sleep it off in 8 hours" isn't always a solution. After a trouncing, the party may not be 100% ready to fight the next day.

And they may have to...
 


I plan to run a more slow-burn 5e game, and have been looking at (and devising) slow natural healing options - so voted Slow Natural Healing.

I liked the idea of the gritty realism variant in the DMG, but not quite the execution, so am pondering some ideas that will fit within the 5e system. :unsure:
 

One variant rule I’m thinking of is splitting long rests into two nights. So regaining 1/2 max hp per night, 1/4 max hit dice (min 1), and half of daily spells. Likely lower level spells on the first night then higher level spells on the second consecutive night of rest.
 

Since I am new to 5e and planning to run for new players, I wanted the easier healing and rules. New players don't know how to use all of their abilities to well or when to run. It also lends it self to the high Heroic style I want to run.
 

I plan to run a more slow-burn 5e game, and have been looking at (and devising) slow natural healing options - so voted Slow Natural Healing.

I liked the idea of the gritty realism variant in the DMG, but not quite the execution, so am pondering some ideas that will fit within the 5e system. :unsure:
I am working on this>
  • All magical healing requires you tonspend a HD as well. (exceptions: regen spell, heal, mass heal, power word heal)
  • Gritty rests (overnight short rest, week long long rest)
  • Roll soent HD at end of short rest; even rolls 4 and up are recovered.
  • Can expend a HD to recovee 1 level of exhaustion, or roll HD to recover max HP loss. These don't also heal.
  • Cure Wounds & Mass spell can use HD expended instead of d8s.
  • Tweaks to melee type durability; buffed LOH, gave rangers all companions, buffed second wind to fighter level/2 d10s (min 1, round down), added power attack to reckless.
  • You gain a level of exhaustion from being KOed to 0 hp, and take exhaustion levels instead of death save failures. These represent lingering injuries.
 


Wild. So short rests are 8 hours long, long rests are 7 days long, the PCs have to spend hit dice to regain any hit points, and each hit dice spent also requires healer’s kit usage? Do the players grumble about that?

I use some version of all three (or used). I eventually ditched the healing kit option and added a level of exhaustion at 0 HP. And the long rests weren't exactly having to rest seven days to get all resources back.

The net result was that the characters advanced in level more slowly in game time and I think the players liked that. Many adventures ended up being a rather brutal affair with the players limping out almost completely exhausted of resources. Also, wilderness/cross country travel could be dangerous as having 3-5 encounters in a week of travel posed an actual challenge.

As a DM, I found it a lot easier to design adventures and the players really felt like they had worked for everything they got.
 


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