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Is 5e "Easy Mode?"
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<blockquote data-quote="Mepher" data-source="post: 7955265" data-attributes="member: 61277"><p>See now I think this requirement alone makes more difference to healing than changing the healing rules. There was never a point in our AD&D games that we actually roleplayed out a week in town while waiting for someone to heal up 1-2hp per day, we just hand waived it. If someone wanted to do something specific during that time we might have spent a short time on it but usually we just hit the fast forward button.</p><p></p><p>The problem though with NOT allowing a long rest is the class related abilities that need that long rest to refresh. Casters need their spell slots back yet melee generally get their abilities back on a short rest. It's really a conundrum for my group because as AD&D players we found 5E to just be over the top for healing. </p><p></p><p>Last year though we decided to switch back and play a 2E campaign. I ran them through a mix of B2 Keep on the Borderlands and T1 Village of Hommlet. I changed the Kobolds in Cave A to undead Kobolds. Between clearing Cave A and then going to the Moathouse, the players probably ran back to town about 7 times, dragging unconscious characters and licking their wounds. While we all consider ourselves firmly "old-school" players we found it was pretty tedious after a while. All the treks back to town to heal only served to eat up real life game time, disconnect the players from the actual story, and really break the "immersion". I had to continually rewrite the story because it made no sense for the everything to just get put on hold each time the players needed a timeout to heal.</p><p></p><p>I am not a fan of just being able to hold up in a dungeon to get back to full but would prefer some type of middle ground. I think a 3 tier rest might be better than 2 tier. Short rest for abilities, long rest for spells, complete rest for hit points. HD use during any of the above.</p><p></p><p>If you aren't using the base rest rules, what are you using?</p></blockquote><p></p>
[QUOTE="Mepher, post: 7955265, member: 61277"] See now I think this requirement alone makes more difference to healing than changing the healing rules. There was never a point in our AD&D games that we actually roleplayed out a week in town while waiting for someone to heal up 1-2hp per day, we just hand waived it. If someone wanted to do something specific during that time we might have spent a short time on it but usually we just hit the fast forward button. The problem though with NOT allowing a long rest is the class related abilities that need that long rest to refresh. Casters need their spell slots back yet melee generally get their abilities back on a short rest. It's really a conundrum for my group because as AD&D players we found 5E to just be over the top for healing. Last year though we decided to switch back and play a 2E campaign. I ran them through a mix of B2 Keep on the Borderlands and T1 Village of Hommlet. I changed the Kobolds in Cave A to undead Kobolds. Between clearing Cave A and then going to the Moathouse, the players probably ran back to town about 7 times, dragging unconscious characters and licking their wounds. While we all consider ourselves firmly "old-school" players we found it was pretty tedious after a while. All the treks back to town to heal only served to eat up real life game time, disconnect the players from the actual story, and really break the "immersion". I had to continually rewrite the story because it made no sense for the everything to just get put on hold each time the players needed a timeout to heal. I am not a fan of just being able to hold up in a dungeon to get back to full but would prefer some type of middle ground. I think a 3 tier rest might be better than 2 tier. Short rest for abilities, long rest for spells, complete rest for hit points. HD use during any of the above. If you aren't using the base rest rules, what are you using? [/QUOTE]
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