5E Homebrew Hit Point Recovery

Daxcor

Visitor
Hello everyone,

I am looking to research different types of HP recovery rules. What does your group do when you have a short or long rest? How do you handle HD recovery? Can't wait to see what is out there.

Daxcor
 

Saelorn

Adventurer
My house rule is that Hit Dice don't exist, and everyone recovers 1hp per level after a long rest.
 

Saelorn

Adventurer
What about a short rest, anything happen then?
If you have a Life Cleric, they regain their Channel Divinity, so they can bring people up to half.

Fighters recover their Second Wind, although that was also house ruled to provide temporary HP instead of actual healing.
 

Salthorae

Imperial Mountain Dew Taster
My house rule is that Hit Dice don't exist, and everyone recovers 1hp per level after a long rest.
Oof! That certainly sets a different tone for 5e games.

Hello everyone,

I am looking to research different types of HP recovery rules. What does your group do when you have a short or long rest? How do you handle HD recovery? Can't wait to see what is out there.
My table uses a mix of a couple of DMG variant option for Long Rests. Short rests are as normal.

Long Rest we use the "regain all HD at the end of a LR and you can use them to heal HP" from Healing Surges (only part we use from that) and Slow Natural Healing where you don't regain any HP at the end of a Long Rest, you have to spend HD to heal any HP without magic.
 
Oof! That certainly sets a different tone for 5e games.
As long as you have enough spell-based healing, extra-punishing rest-&-time rules just stop coming up, at all. Of course, it means that the band-aid casters blow most of their slots just keeping the party going through a few combats, so the party can't begin to handle 6-8 encounter days, and the non-healing caster or two prettymuch carry the day as far as actually doing dramatic/important things go.

It's prettymuch a caster-appreciation variant. Anyone in their right mind would turn away a would-be party-member who didn't bring substantial spell power and/or his own healing. Fighter? no, you're dead weight (I mean, unless you don't mind just dying, then you're a disposable meatshield), we'll take another Paladin, thanks.

Basically 1e all over again. ;P

My table uses a mix of a couple of DMG variant option for Long Rests. Short rests are as normal.
Long Rest we use the "regain all HD at the end of a LR and you can use them to heal HP" from Healing Surges (only part we use from that) and Slow Natural Healing where you don't regain any HP at the end of a Long Rest, you have to spend HD to heal any HP without magic.
Not bad. Not sure of the point, exactly, but not bad.

I am looking to research different types of HP recovery rules. What does your group do when you have a short or long rest? How do you handle HD recovery?
The most I'll do is vary the availability/duration of Short/Long rests. So on a long journey where you only see occasional
action, short rest is 8 hrs, when you reach a safe/comfortable place to stop, long rest is available only at your destination.
Conversely, an intense raid or dungeon-clearing expedition, 5 min short rests, if you need a long rest, you'll have to leave & come back, and, per tradition, everything will be shuffled around and re-enforced - or just bugged out & stripped to the walls if you were really kicking it.

But, I wouldn't mess with healing separately from the rest of the short/long rest mechanics, doing so would only further exacerbate class balance problems and make encounter guidelines that much less useful.
 

Salthorae

Imperial Mountain Dew Taster
Basically 1e all over again. ;P
Hehe, great point. Hireling's are where you get your Fighters at that point.

Not bad. Not sure of the point, exactly, but not bad.
It was kind of arbitrary when 5e came out. Our first 5e DM decided that he didn't like HP just resetting after a long rest because "history".

So we kludged this together. You get something back, but it costs some resources to heal up.
 
Hehe, great point. Hireling's are where you get your Fighters at that point.
Best part is they rarely last long enough to collect their pay.

It was kind of arbitrary when 5e came out. Our first 5e DM decided that he didn't like HP just resetting after a long rest because "history".
So we kludged this together. You get something back, but it costs some resources to heal up.
Sounds like a little more bookkeeping, but not, like it'd screw anything up particularly badly. Sometimes a little more bookkeepings adds a sense of granularity/realism.
 

Saelorn

Adventurer
Hehe, great point. Hireling's are where you get your Fighters at that point.
No, you actually need a competent fighter in order to deal with monsters. Healing, alone, can only get you so far. You need someone with a lot of HP, and good AC, that's capable of dealing consistent damage. Paladins have their own issues, and they can substitute for a fighter in a pinch, but they lack sustainability.

Honestly, the temporary HP granted by the fighter's Second Wind synergizes extremely well with the Life cleric's Channel Divinity.
 

Salthorae

Imperial Mountain Dew Taster
No, you actually need a competent fighter in order to deal with monsters.
Sure, hire some Veterans.

Well worth whatever they will charge you. Don't forget to buy them shields. 19 AC, 58 hp, and Heavy Crossbows will work wonders on monsters.

I've done that in a game before where it was just me (warlock) and a bard. We hired like 4 Veterans to go with us and they did all the front-lining while we stayed back and either healed them or blasted foes. Well worth the 5 gp/day each the DM had them charge us (they started higher, but were no match for our Charisma scores and negotiation skills for long term contracts!).
 

Charlaquin

Goblin Queen
One time I tried having long rests restore full hit dice but no HP (no change to short rests). It had almost no noticeable impact on gameplay. Players would generally start the day a few HP below maximum, but that rarely made a difference past early levels, and the players took short and long rests with about the same frequency as ever.
 

Shiroiken

Adventurer
I've tried to work out a few different methods. The simplest was that you recovered 50% of your Max HP on a Long Rest, instead of 100%. It's a minor change, but significant on those days after getting your butt handed to you.

Another option I've worked on is a medium rest that recovers about half of your long rest abilities, while a long rest requires 24 hours in a sanctuary/haven (such as a town). The problem with this one was figuring out how to refresh long rest recovered abilities.

Oh, and a fun (but annoying) method we used was you rolled your full HD for recovered HP each night. This came out to be about 50% of your maximum, so it had the same benefit as the one I mentioned... but took longer as everyone rolled dice each time.
 

dnd4vr

Adventurer
We play characters get back your character level times your CON bonus (minimum of 1) per short or long rest. So, if you are 5th level with +2 CON bonus, you get back 10 hp after a short or long rest.
 

Lanefan

Victoria Rules
We've a vague equivalent of a Wound-Vitality system, which makes it more complicated; but the short form is that for a "long rest" you get back 1/10 of your full h.p. value, rounding ANY fractions up (so someone whose full h.p. is 20 gets back 2, someone whose full is 21 gets back 3). It's slower if you're into Wound points. We use the fractional version because otherwise is takes high-level warrior types just too long to recover.

That said, if a party in the field does nothing but rest for a day they can benefit from two of these long rests during that day; if in a safe place in town it becomes 3 per day. But they just help hit points; everything else only refreshes overnight.

We don't have short rests like 5e does, but immediately a battle's over (or damage has been taken in other means e.g. you fell in a pit trap) you can take a breather for a couple of minutes* and recover d3 h.p. provided you're not in Wound points. Must be done before any other type of curing, or else the opportunity is lost; and it can't fix damage not just taken.

* - the assumption here is during this time you're tending your scrapes, getting a quick drink, stretching out, catching your breath, and so forth.
 

CubicsRube

Explorer
I'll be using the following in my next 5e campaign:
No hit dice
On long rest regain 50% of max HP
On short rest regain 25% of max HP
 

Blue

Orcus on a bad hair day
My house rule is that Hit Dice don't exist, and everyone recovers 1hp per level after a long rest.
I remember this back from AD&D 2nd. It forces at least one PC into a healing role, and requires them to use non-at-will resources on the rest of the party regularly. It's a very thankless, low-spotlight role.

I remember once having no cleric (they were dead?) and we holed up in a cave for weeks to get people up to a point where we through we could survive the trek through the surrounding wandering-monster-encounter-rich area to get to a town.
 

NotAYakk

Explorer
You have HD. You can spend it during a short rest. You get all HP, and half of your max HD, back when you finish a long rest.

Short rests take an hour, long rests a night.

Like, literally out of the rules.

About the only in-combat healing magic that goes off is if we have a high level NPC cleric, or the Ranger using the 1d6 healing per round spell, or healing words to get people back up on their feet, or a lay on hands. (This is because it takes a seriously powerful heal to make it worth losing the action of the player who healed, let alone the spell slot)

Out of combat, topping up occurs if we cannot afford a long rest.
 

Saelorn

Adventurer
I remember this back from AD&D 2nd. It forces at least one PC into a healing role, and requires them to use non-at-will resources on the rest of the party regularly. It's a very thankless, low-spotlight role.

I remember once having no cleric (they were dead?) and we holed up in a cave for weeks to get people up to a point where we through we could survive the trek through the surrounding wandering-monster-encounter-rich area to get to a town.
I played entire campaigns without a cleric, back in 2E, so they definitely weren't mandatory. It did create a different style of play, though. You wanted to avoid taking damage, since it would add up so quickly.

It may seem like an extreme, but given how far things have swung in the other direction with 5E, I find it much preferable. I hate the idea that you need multiple combats every single day, before anyone starts to feel it. I hate the idea that you can take a few arrows and simply not care, because you were never close to death and you were going to heal up to full regardless.
 
I remember this back from AD&D 2nd. It forces at least one PC into a healing role, and requires them to use non-at-will resources on the rest of the party regularly. It's a very thankless, low-spotlight role.
I'm struggling to recall if 2e added Cure Moderate, or it was only in 3e that /every single spell level/ could be devoted to healing.

While the band-aid cleric (or any other class that got Cure..Wounds, for those who'll point out they once played in a game without a cleric), was a very real stereotype back in the day, in 1e, at least, the Cleric got a few spell levels at which there were no healing spells, so he was free to devote them to something else. OK, a lot of the time it was Slow/Neutralize Poison, or Cure Disease or Remove Curse or something - and others, maybe the Prayer/Chant combo (effective but still pretty passive).

I remember once having no cleric (they were dead?) and we holed up in a cave for weeks to get people up to a point where we through we could survive the trek through the surrounding wandering-monster-encounter-rich area to get to a town.
Ah, yes, the Good Ol' Days.
 

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