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<blockquote data-quote="Hurin70" data-source="post: 8172221" data-attributes="member: 6875491"><p>It doesn't heal to full in Rolemaster, so that's more what I'm talking about -- other systems, or ideas for how DnD can be modded/changed in the future. If healing to full overnight is the problem, then making it so that characters don't heal to full overnight is surely the solution?</p><p></p><p>In Rolemaster for example, you regain some hits overnight, but not automatically all of them, and different races have different healing speeds (Dwarves heal faster than Humans, for example). Also, you have injuries that last a while. A healer can speed that healing, but only very high level healers can heal instantly. You also have bleeds that need to be stopped, poisons that need to be slowed or purged, different types of injuries (burns vs. tendon damage vs. nerve damage) that need to be addressed differently, etc. That makes for fun and flavorful healing that takes place out of combat, as the party healer races to find the source of the bleed and to try to stop it before the patient dies.</p><p></p><p>I recognize this is not the solution for everyone, but I think some of the choices made by 5e -- healing to full on long rests, no negative hit points (did 4e do that too? It has been so long since I've played it), easy revival of downed characters -- could be reconsidered.</p></blockquote><p></p>
[QUOTE="Hurin70, post: 8172221, member: 6875491"] It doesn't heal to full in Rolemaster, so that's more what I'm talking about -- other systems, or ideas for how DnD can be modded/changed in the future. If healing to full overnight is the problem, then making it so that characters don't heal to full overnight is surely the solution? In Rolemaster for example, you regain some hits overnight, but not automatically all of them, and different races have different healing speeds (Dwarves heal faster than Humans, for example). Also, you have injuries that last a while. A healer can speed that healing, but only very high level healers can heal instantly. You also have bleeds that need to be stopped, poisons that need to be slowed or purged, different types of injuries (burns vs. tendon damage vs. nerve damage) that need to be addressed differently, etc. That makes for fun and flavorful healing that takes place out of combat, as the party healer races to find the source of the bleed and to try to stop it before the patient dies. I recognize this is not the solution for everyone, but I think some of the choices made by 5e -- healing to full on long rests, no negative hit points (did 4e do that too? It has been so long since I've played it), easy revival of downed characters -- could be reconsidered. [/QUOTE]
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