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Healing Fully With Rest - Is It Really That Big of a Deal?
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<blockquote data-quote="Jeff Carlsen" data-source="post: 5925732" data-attributes="member: 61749"><p>Being fully healed after a nights rest means one of two things in regards to setting:</p><p></p><p>1. That people within the setting never get seriously hurt for more than a day, which looks nothing like the world I'm familiar with.</p><p></p><p>2. That the rules for PCs are not in any way representative of injury within the setting.</p><p></p><p>For the most part, even simulationists like myself don't need a perfect simulation. But the core rules need to at least respect reality enough to allow suspension of disbelief.</p><p></p><p>The description of Hit Points describes dropping below 0 as taking a significant wound. I'm cool with that. But that wound should come with penalties and take time to heal. Say, disadvantage on all checks, saves, and attacks and 2d6 days to heal (adjustable to taste).</p><p></p><p>Similarly, hit points, at some point, start to represent cuts, bruises, and fatigue. Whereas Hit Dice seem to represent your bodies ability to heal itself. Thus, a long rest should give you your hit dice back and allow you to use them, but nothing more.</p><p></p><p>This doesn't perfectly represent reality, but it's a solid nod to it while remaining friendly and simple.</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 5925732, member: 61749"] Being fully healed after a nights rest means one of two things in regards to setting: 1. That people within the setting never get seriously hurt for more than a day, which looks nothing like the world I'm familiar with. 2. That the rules for PCs are not in any way representative of injury within the setting. For the most part, even simulationists like myself don't need a perfect simulation. But the core rules need to at least respect reality enough to allow suspension of disbelief. The description of Hit Points describes dropping below 0 as taking a significant wound. I'm cool with that. But that wound should come with penalties and take time to heal. Say, disadvantage on all checks, saves, and attacks and 2d6 days to heal (adjustable to taste). Similarly, hit points, at some point, start to represent cuts, bruises, and fatigue. Whereas Hit Dice seem to represent your bodies ability to heal itself. Thus, a long rest should give you your hit dice back and allow you to use them, but nothing more. This doesn't perfectly represent reality, but it's a solid nod to it while remaining friendly and simple. [/QUOTE]
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Healing Fully With Rest - Is It Really That Big of a Deal?
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