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How do you explain overnight Healing in your game?
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<blockquote data-quote="N0Man" data-source="post: 4875261" data-attributes="member: 64066"><p>Bolding is mine, not Jeff's.</p><p></p><p></p><p></p><p>You see, I don't disagree with that. As far as "functionality" goes, it's true. The thing is, it's not required that the narrative doesn't require it to be (and for some of us, doesn't).</p><p></p><p>However, even taking a completely pure literal view of hit point loss and recovery, is it really any more absurd than regularly passing around the wand of cure light wounds at the end of the day?</p><p></p><p>Honestly, except when it applies to the story, I'm content to just say characters are patched up and ready to go again in the next morning (if their rest isn't interrupted) rather than slowing the story down for us to tediously go through heal after heal after heal from the wand and healing spells, and then decide to camp a 2nd time so the healer can get those heals back again.</p><p></p><p>Really the biggest difference is that the whole party doesn't have to wait an extra day or 2 for the healer to re-memorize spells. Maybe some players enjoy those scenes more than I do, but I just find them dull and tedious, and I just want to keep moving with the story and the adventuring. However</p><p></p><p>4E is fairly neutral for the "skin", and it's pretty obvious that this is intentional. If you dismiss the mechanic because you think the narrative doesn't make sense, then perhaps you should consider a change to the narrative.</p></blockquote><p></p>
[QUOTE="N0Man, post: 4875261, member: 64066"] Bolding is mine, not Jeff's. You see, I don't disagree with that. As far as "functionality" goes, it's true. The thing is, it's not required that the narrative doesn't require it to be (and for some of us, doesn't). However, even taking a completely pure literal view of hit point loss and recovery, is it really any more absurd than regularly passing around the wand of cure light wounds at the end of the day? Honestly, except when it applies to the story, I'm content to just say characters are patched up and ready to go again in the next morning (if their rest isn't interrupted) rather than slowing the story down for us to tediously go through heal after heal after heal from the wand and healing spells, and then decide to camp a 2nd time so the healer can get those heals back again. Really the biggest difference is that the whole party doesn't have to wait an extra day or 2 for the healer to re-memorize spells. Maybe some players enjoy those scenes more than I do, but I just find them dull and tedious, and I just want to keep moving with the story and the adventuring. However 4E is fairly neutral for the "skin", and it's pretty obvious that this is intentional. If you dismiss the mechanic because you think the narrative doesn't make sense, then perhaps you should consider a change to the narrative. [/QUOTE]
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How do you explain overnight Healing in your game?
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