canucksaram
First Post
I've decided not to use the healing rules from 5th ed D&D and will be replacing them with these rules instead:
Characters have a pool of healing dice equal to their proficiency bonus (instead of their character level, which is the current rule in 5th ed). These dice can be used during short rests when wounded characters have a chance to assess their conditions and receive treatment for wounds, injuries, and damage. This pool of healing dice refreshes at the rate of one die per long rest. Any extended period of downtime (i.e., in between adventures) completely refreshes the die pool. Otherwise, natural healing will be per 3.5/Pathfinder (the rules are the same for both games). For those using Fate points or the equivalent of "hero points" (or Conviction, from True20): A Fate point can be spent to fully refresh one's pool of healing dice.
Rationale: the current 5th ed. rules state that all HP are healed at the end of a long rest. That seems quite out of balance to me, and it takes away a lot of the specialness of healing spells. If a long rest restores all HP then PCs will be all too happy to rely on combat first and foremost, rather than as one of many options that they could employ to resolve conflicts with NPCs and monsters, albeit one that has real consequences and possible drawbacks for them.
Characters have a pool of healing dice equal to their proficiency bonus (instead of their character level, which is the current rule in 5th ed). These dice can be used during short rests when wounded characters have a chance to assess their conditions and receive treatment for wounds, injuries, and damage. This pool of healing dice refreshes at the rate of one die per long rest. Any extended period of downtime (i.e., in between adventures) completely refreshes the die pool. Otherwise, natural healing will be per 3.5/Pathfinder (the rules are the same for both games). For those using Fate points or the equivalent of "hero points" (or Conviction, from True20): A Fate point can be spent to fully refresh one's pool of healing dice.
Rationale: the current 5th ed. rules state that all HP are healed at the end of a long rest. That seems quite out of balance to me, and it takes away a lot of the specialness of healing spells. If a long rest restores all HP then PCs will be all too happy to rely on combat first and foremost, rather than as one of many options that they could employ to resolve conflicts with NPCs and monsters, albeit one that has real consequences and possible drawbacks for them.
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