Walking Dad
First Post
I wouldn't bet on this. But it is certainly possible.
But what the HP stand for is not changed by their increase. A fighter with 82 HP still shows no sign of injury after loosing 40 HP. Why would he need multiple nights to "heal"?I do think a long rest should be longer than a single night. I am good with a more rapid return of hit points for a single night of long rest, but as the amount of hit points increase I guess I have a harder time buying that one is going to recover all of their hit points in a single night of rest without magical aide.
But what the HP stand for is not changed by their increase. A fighter with 82 HP still shows no sign of injury after loosing 40 HP. Why would he need multiple nights to "heal"?
This is a request to the greater D&D playing population to please consider the feedback you're going to give in regards to this mechanic.
I'll state it flat out: I am on the side that approves of a long rest regaining all hit points. I would ask that those reading this look at my arguments and try to view the matter from a holistic rather than personal viewpoint.
I completely understand people who say they dislike the mechanic. What I disagree with is on the fundamental nature of injury in D&D. I feel that those who oppose the mechanic don't agree with the statements made about injury and the goals of the injury system. Disagreeing with it is your prerogative, of course, and I wouldn't want to tell anyone how to run their games. What I'm asking people to consider is the way in which D&D has always MEANT to be run, from its very inception and throughout every edition. This is what the long rest mechanic is designed to represent.
So before people say it's a horrible mechanic and they want to get rid of it, I'd propose that they consider that to change it is inconsequential to their own games. It's little more than a hand wave. But the tradition and impression of the game on new players is important and should be kept intact regardless of personal preference.
To this end I would like to refer people to Mike Mearl's stated team design objectives when creating the mechanic:
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Hit Points, Our Old Friend)
EDIT: Sorry, I wasn't clear.
What I meant was that hit points have always been 'luck, skill, near misses' until you got to 0 hit points.
Remember that taking a 'long rest' only works if you're already on at least 1 hit point. So if you're 0 or lower, it won't work. It requires 2d6 hours to get to 1 hit point from stabilised and it requires three successful death saves (irrespective of the fact that death saves are a low DC) to become stabilised. Either that, or you need magical or mundane healing of some type which burns a HD.
The difference is that when you use the kit, you are using an ability, albeit a mundane one.Great how people discuss getting back to fully operational after some cuts and bruises (that is HP between half max and 1) is totally unrealistic, even than using fantasy herb medicine and a healer's kit, but regaining all magical might to throw balls of flames or resurrect the dead should be regained on daily base...
Surely, we don't only have 1 HP of physical 'life' (at any level) and everything else is 'luck, skill, near misses'?
So you are saying that hit points are meant to be just bumps and bruises from that dragon's breath weapon, but that final fall down a flight of stairs for 3 hitpoints is what killed the powerful fighter?
Again I think you're misinterpreting what an injury actually is in D&D. The 'sword in the gut' is an injury that takes your character to the very brink of death and the very brink of death in this system is somewhere between 0 and minus Con + Level.However, where the problem arises is when a character hits zero or below. This is the sword in the gut, the broken leg or such forth. And this damage should not be quickly healed except through magic. I'm still working out exactly what happens here but I'm sensing the rules allow an easy progression from stabilized to 1hp and THIS is where the real issue lies for me; and where I will be looking for an advanced module to pick up the slack.