merchantsteve
Explorer
I am thinking about this 'module' for healing.
If you are not bloodied - a full night's rest restores you to full HP.
If you are bloodied - roll 1 hit die to recover that many HP after a full night's rest. If under the care of a person with the healing skill, you have advantage.
Healing Potions: In combat, you may be sloshing the thing around and spilling some of it. You roll the healing as normal. If taking a short rest, you have advantage when you take the potion.
I think this bridges the 'realism' vs. 'full-healing' problem without being burdensome. The bloodied threshold takes on meaning in regards to recovery. Real wounds take time to recover while scratches and bruises do not.
If you are not bloodied - a full night's rest restores you to full HP.
If you are bloodied - roll 1 hit die to recover that many HP after a full night's rest. If under the care of a person with the healing skill, you have advantage.
Healing Potions: In combat, you may be sloshing the thing around and spilling some of it. You roll the healing as normal. If taking a short rest, you have advantage when you take the potion.
I think this bridges the 'realism' vs. 'full-healing' problem without being burdensome. The bloodied threshold takes on meaning in regards to recovery. Real wounds take time to recover while scratches and bruises do not.