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House rule for overnight healing: opinions wanted
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<blockquote data-quote="LandOfConfusion" data-source="post: 6420149" data-attributes="member: 6780381"><p>There was another thread talking about using exhaustion levels to represent long term injury. That thread suggested a CON save to avoid the exhaustion level. I think this is what I'll end up using with the added exhaustion threat for spending a lot of HD.</p><p></p><p>D&D is sort of a weird thing. It's all made up in our minds and we can play it as a "Chose Your Adventure" book, but we feel confined by the rules. This seems to be so ingrained in us that White Wolf felt they had a marketing niche in calling the DM a Storyteller and giving people permission to abandon the rules in favor of telling a good story. When you really think about it that's just bizarre. What I mean is in D&D I won't kill off a party because of weird healing rules. I'll attempt to make the healing rules as believable as possible, but then craft adventures that are exciting, but not arbitrarily lethal to the party. This isn't a computer game. We can create an interesting framework of rules, but then bend the encounters or circumstances to avoid unforeseen complications. So, I say tweak the healing rules all you want, but then use them to make your games more exciting and realistic. Or if you want to play a straight up rules oriented game just play RAW. It's up to you. There is no wrong way to play.</p></blockquote><p></p>
[QUOTE="LandOfConfusion, post: 6420149, member: 6780381"] There was another thread talking about using exhaustion levels to represent long term injury. That thread suggested a CON save to avoid the exhaustion level. I think this is what I'll end up using with the added exhaustion threat for spending a lot of HD. D&D is sort of a weird thing. It's all made up in our minds and we can play it as a "Chose Your Adventure" book, but we feel confined by the rules. This seems to be so ingrained in us that White Wolf felt they had a marketing niche in calling the DM a Storyteller and giving people permission to abandon the rules in favor of telling a good story. When you really think about it that's just bizarre. What I mean is in D&D I won't kill off a party because of weird healing rules. I'll attempt to make the healing rules as believable as possible, but then craft adventures that are exciting, but not arbitrarily lethal to the party. This isn't a computer game. We can create an interesting framework of rules, but then bend the encounters or circumstances to avoid unforeseen complications. So, I say tweak the healing rules all you want, but then use them to make your games more exciting and realistic. Or if you want to play a straight up rules oriented game just play RAW. It's up to you. There is no wrong way to play. [/QUOTE]
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