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Island Adventure and Slow Natural Recovery Question
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<blockquote data-quote="machineelf" data-source="post: 7124542" data-attributes="member: 6774924"><p>In my game, spending HD <em>always</em> comes on short rests. Now, it may take place before or after a long rest. The long rest simply restores the HD and class abilities, but doesn't grant automatic full health. Here are my house rules for it (and I've taken these rules in part from another poster's suggestions in this forum):</p><p></p><p></p><p></p><p>The pairing of these two rules help create a world with a little more grit and realism. In order to heal, you have to bandage yourself. It takes resources. Gone is the video game style full health and injury recovery at the start of each day. In practice, usually my characters do achieve full health recovery, but at the cost of HD, which has implications for later in their adventuring day. It also has the visual of applying bandages. Bandages are so cheap that this is more of story-telling sugar than anything else. But it creates the idea that I want in my campaign world.</p><p></p><p>You say there is none of the tension that you get on a short rest. But as I pointed out, the way I run it is, you only spend HD on short rests. You might do it when characters find a safe spot away from danger to take a short rest and recover some health via HD. What exactly is the difference in tension between that and doing it just before camping for the night? I'm not following.</p><p></p><p>In fact, I'd argue my way could create more tension, because without the automatic "reset" of all health and abilities after a long rest, characters have to make decisions in terms of resource management. It adds importance to crafting and buying healing potions, the healing kit feat, bards' song of rest, and other things. </p><p></p><p>In the end this is likely just a difference in preference between you and me. You might find the ease of full recovery on long rests beneficial. I tend to view it as goofy and a little too much over the line of unrealistic for my tastes. My house rules pulls it back ever so slightly back over the line into a bit more realism, which is why I like it. My players seem to also, and they know that they can come to me if they don't like an aspect of the game, and I would consider changing things if it makes it more fun for them. So far, they they haven't had any problems with them.</p></blockquote><p></p>
[QUOTE="machineelf, post: 7124542, member: 6774924"] In my game, spending HD [I]always[/I] comes on short rests. Now, it may take place before or after a long rest. The long rest simply restores the HD and class abilities, but doesn't grant automatic full health. Here are my house rules for it (and I've taken these rules in part from another poster's suggestions in this forum): The pairing of these two rules help create a world with a little more grit and realism. In order to heal, you have to bandage yourself. It takes resources. Gone is the video game style full health and injury recovery at the start of each day. In practice, usually my characters do achieve full health recovery, but at the cost of HD, which has implications for later in their adventuring day. It also has the visual of applying bandages. Bandages are so cheap that this is more of story-telling sugar than anything else. But it creates the idea that I want in my campaign world. You say there is none of the tension that you get on a short rest. But as I pointed out, the way I run it is, you only spend HD on short rests. You might do it when characters find a safe spot away from danger to take a short rest and recover some health via HD. What exactly is the difference in tension between that and doing it just before camping for the night? I'm not following. In fact, I'd argue my way could create more tension, because without the automatic "reset" of all health and abilities after a long rest, characters have to make decisions in terms of resource management. It adds importance to crafting and buying healing potions, the healing kit feat, bards' song of rest, and other things. In the end this is likely just a difference in preference between you and me. You might find the ease of full recovery on long rests beneficial. I tend to view it as goofy and a little too much over the line of unrealistic for my tastes. My house rules pulls it back ever so slightly back over the line into a bit more realism, which is why I like it. My players seem to also, and they know that they can come to me if they don't like an aspect of the game, and I would consider changing things if it makes it more fun for them. So far, they they haven't had any problems with them. [/QUOTE]
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