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Hit Point Recovery Too Generous
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<blockquote data-quote="Psikerlord#" data-source="post: 6556714" data-attributes="member: 93321"><p>Yep, I completely agree and feel like the standard healing rules create an "easy mode" DnD. I believe the devs stated this was intentional, so as not to scare off new players and help grow the player base, and they also said early on that DMG would have healing variants to cater for "grittier" games. </p><p></p><p>The solutions for more "realistic" (ha!) healing are in DMG: (i) slow healing (ie you dont get HP on a long rest, just half your HD back, which you can then spend for HP) and (ii) Injuries table activating off being reduced to zero hp. We have an expanded "Injuries and setbacks" table to specifically discourage the "yoyo" effect and make being reduced to zero hp more meaningful. </p><p></p><p>With these two rules in effect, you get a a nice medium of danger between AD&D and 4e/5e. Every combat has a degree of HP attrition to it, is potentially quite dangerous, and a long rest is not a super-reset button.</p></blockquote><p></p>
[QUOTE="Psikerlord#, post: 6556714, member: 93321"] Yep, I completely agree and feel like the standard healing rules create an "easy mode" DnD. I believe the devs stated this was intentional, so as not to scare off new players and help grow the player base, and they also said early on that DMG would have healing variants to cater for "grittier" games. The solutions for more "realistic" (ha!) healing are in DMG: (i) slow healing (ie you dont get HP on a long rest, just half your HD back, which you can then spend for HP) and (ii) Injuries table activating off being reduced to zero hp. We have an expanded "Injuries and setbacks" table to specifically discourage the "yoyo" effect and make being reduced to zero hp more meaningful. With these two rules in effect, you get a a nice medium of danger between AD&D and 4e/5e. Every combat has a degree of HP attrition to it, is potentially quite dangerous, and a long rest is not a super-reset button. [/QUOTE]
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