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Community
General Tabletop Discussion
*Dungeons & Dragons
Island Adventure and Slow Natural Recovery Question
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<blockquote data-quote="machineelf" data-source="post: 7124629" data-attributes="member: 6774924"><p>A couple of points. In the house rules I use, my characters still typically are able to get to full health by the time they start their next adventuring day if they still have some Hit Dice left over from the day before. But even if they do, they will be using that resource. What it means is, if they have a hard adventuring day and use up all their hit dice, then yes, they may not be able to heal up to full health using that alone. (I do let them regain all their HD after every long rest, so that helps as well). So that means that, yes, they will need to use other sources, such as magical healing, healing potions, the bard's song of rest, the healer's fear, etc.</p><p></p><p>But to me that's a bonus, not a drawback. I want them to rely on those other means of healing. It makes those things more important, meaning healers and bards, and people who craft healing potions, or those who take the healer's feat, made meaningful choices.</p><p></p><p>So far I haven't found that it makes my players rest more often. They still only get one long rest per day, as per the rules. They can take as many short rests as they are able to take, given the situation and whether they are able to find a place to rest. But typically three or so in a big dungeon. That's where these rules really make a difference, in big dungeons. Otherwise, the kind of campaign I run my characters may only have one big encounter in a day during urban adventuring, so it's mostly a non-issue and is more of a story-telling element, i.e. you have to bandage yourself to heal up; it doesn't happen magically all at once in the morning.</p></blockquote><p></p>
[QUOTE="machineelf, post: 7124629, member: 6774924"] A couple of points. In the house rules I use, my characters still typically are able to get to full health by the time they start their next adventuring day if they still have some Hit Dice left over from the day before. But even if they do, they will be using that resource. What it means is, if they have a hard adventuring day and use up all their hit dice, then yes, they may not be able to heal up to full health using that alone. (I do let them regain all their HD after every long rest, so that helps as well). So that means that, yes, they will need to use other sources, such as magical healing, healing potions, the bard's song of rest, the healer's fear, etc. But to me that's a bonus, not a drawback. I want them to rely on those other means of healing. It makes those things more important, meaning healers and bards, and people who craft healing potions, or those who take the healer's feat, made meaningful choices. So far I haven't found that it makes my players rest more often. They still only get one long rest per day, as per the rules. They can take as many short rests as they are able to take, given the situation and whether they are able to find a place to rest. But typically three or so in a big dungeon. That's where these rules really make a difference, in big dungeons. Otherwise, the kind of campaign I run my characters may only have one big encounter in a day during urban adventuring, so it's mostly a non-issue and is more of a story-telling element, i.e. you have to bandage yourself to heal up; it doesn't happen magically all at once in the morning. [/QUOTE]
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