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House rule for overnight healing: opinions wanted
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<blockquote data-quote="Joe Liker" data-source="post: 6408333" data-attributes="member: 6777505"><p>I feel like a reminder is in order here: lost hit points =/= wounds. Not even remotely.</p><p></p><p>I know the whole "slow healing" movement is an attempt to make fantasy healing more logical and realistic, but it misses the point that, despite the fact that spells are called <em>cure wounds</em> and whatnot, most hp damage is not really intended to represent blood on the ground.</p><p></p><p>If your character gets to the point where he is actually seriously wounded, it's represented by being out of hp, completely. Anything less, and the heroic metabolism is mighty enough to knit itself together and soldier forth.</p><p></p><p>Even if you disagree on that point, I still don't find it any more logical to prolong the healing process by a mere day. A truly serious wound that won't heal in a single night is not going to heal in two nights, either.</p><p></p><p>I think if you're using Hit Dice in your game at all, you've implicitly bought into the idea that there are no serious wounds above zero hp. By RAW, you don't regain hp during a rest if you are at zero hp, so in my mind, that's what represents a serious wound.</p><p></p><p>So while I understand the inclination to discourage what you see as mildly cheesy behaviors such as going to bed with a single hit point because you know you'll be fine in the morning, I would argue that it's not cheesy at all because hit points are 99 percent fatigue, not blood.</p><p></p><p>If you want to make it so hit points <em>do</em> represent real damage to the body, I'd suggest adopting a system where half of a character's hp are designated "real" and the other half "fatigue." Real hp are not affected by damage until all fatigue hp are gone. Fatigue hp can be healed by all the regular means, while real hp only heal at the rate of 1 Hit Die per long rest. Of course, magic can speed the process considerably.</p><p></p><p>If I cared about realism, that's how I'd do it, anyway.</p></blockquote><p></p>
[QUOTE="Joe Liker, post: 6408333, member: 6777505"] I feel like a reminder is in order here: lost hit points =/= wounds. Not even remotely. I know the whole "slow healing" movement is an attempt to make fantasy healing more logical and realistic, but it misses the point that, despite the fact that spells are called [I]cure wounds[/I] and whatnot, most hp damage is not really intended to represent blood on the ground. If your character gets to the point where he is actually seriously wounded, it's represented by being out of hp, completely. Anything less, and the heroic metabolism is mighty enough to knit itself together and soldier forth. Even if you disagree on that point, I still don't find it any more logical to prolong the healing process by a mere day. A truly serious wound that won't heal in a single night is not going to heal in two nights, either. I think if you're using Hit Dice in your game at all, you've implicitly bought into the idea that there are no serious wounds above zero hp. By RAW, you don't regain hp during a rest if you are at zero hp, so in my mind, that's what represents a serious wound. So while I understand the inclination to discourage what you see as mildly cheesy behaviors such as going to bed with a single hit point because you know you'll be fine in the morning, I would argue that it's not cheesy at all because hit points are 99 percent fatigue, not blood. If you want to make it so hit points [I]do[/I] represent real damage to the body, I'd suggest adopting a system where half of a character's hp are designated "real" and the other half "fatigue." Real hp are not affected by damage until all fatigue hp are gone. Fatigue hp can be healed by all the regular means, while real hp only heal at the rate of 1 Hit Die per long rest. Of course, magic can speed the process considerably. If I cared about realism, that's how I'd do it, anyway. [/QUOTE]
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