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*Dungeons & Dragons
Increased in-combat healing
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<blockquote data-quote="Blue" data-source="post: 7016858" data-attributes="member: 20564"><p>Excellent point, I hadn't thought about the effects of this on the desirability of a short rest. Do you think I should pair this with easing short rests (making shorter, etc.) since there will be less pressure to take them and therefore the short-rest-recovery classes will be at a disadvantage?</p><p></p><p>For my next campaign I had considered changes to rest mechanics based off a thread on Adventures in Middle Earth changes to 5e from last week that would slow down rests slightly similar to the DMG variants, but that was for a specific feel to the campaign not for general use. I was already planning a "safety value" of if you complete three encounters since your last rest, you can recover features (but not spend HD) as if you had a short rest. The 3 encounters was more then expected - this was a safety value not the normal mechanic. But maybe that might fit well with these healing rules regardless of the campaign feel. </p><p></p><p>As for "less tense", an assumption I made but only referred to in passing in the second rule is that increase healing will likely have increased threat during encounter design. I know I design encounters for what my party can do instead of a generic placeholder - and some parties are more optimized or have more synergy while others aren't. If a party isn't feeling risk, I'll likely throw harder encounters their way.</p><p></p><p> </p><p></p><p>I'm not sure I see that. I was thinking that if you need to spend HD to heal 40 HPs of damage, it doesn't really matter if it happens during combat or during a short rest. What am I missing?</p><p></p><p><em></em></p><p><em></em></p><p><em>I wouldn't want stacking bonuses, like HD back each time, but a short rest bonus that diminishes or goes away could work. Doesn't even need to go away with dropping - it could fade over encounters and give an incentive to take a short rest, which those classes with short rest recovery would enjoy. As a side note, the Rally action is recharged by hosrt rests so it's already an encouragement. On the flip side, we're already giving PCs a boost - an additional boost pushed them even further off the norm. Maybe more negative consequences that can be resolved by a short rest.</em></p></blockquote><p></p>
[QUOTE="Blue, post: 7016858, member: 20564"] Excellent point, I hadn't thought about the effects of this on the desirability of a short rest. Do you think I should pair this with easing short rests (making shorter, etc.) since there will be less pressure to take them and therefore the short-rest-recovery classes will be at a disadvantage? For my next campaign I had considered changes to rest mechanics based off a thread on Adventures in Middle Earth changes to 5e from last week that would slow down rests slightly similar to the DMG variants, but that was for a specific feel to the campaign not for general use. I was already planning a "safety value" of if you complete three encounters since your last rest, you can recover features (but not spend HD) as if you had a short rest. The 3 encounters was more then expected - this was a safety value not the normal mechanic. But maybe that might fit well with these healing rules regardless of the campaign feel. As for "less tense", an assumption I made but only referred to in passing in the second rule is that increase healing will likely have increased threat during encounter design. I know I design encounters for what my party can do instead of a generic placeholder - and some parties are more optimized or have more synergy while others aren't. If a party isn't feeling risk, I'll likely throw harder encounters their way. I'm not sure I see that. I was thinking that if you need to spend HD to heal 40 HPs of damage, it doesn't really matter if it happens during combat or during a short rest. What am I missing? [i] I wouldn't want stacking bonuses, like HD back each time, but a short rest bonus that diminishes or goes away could work. Doesn't even need to go away with dropping - it could fade over encounters and give an incentive to take a short rest, which those classes with short rest recovery would enjoy. As a side note, the Rally action is recharged by hosrt rests so it's already an encouragement. On the flip side, we're already giving PCs a boost - an additional boost pushed them even further off the norm. Maybe more negative consequences that can be resolved by a short rest.[/i] [/QUOTE]
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