Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Just how long is a long rest anyway?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pming" data-source="post: 7944939" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>Been there, done that...er...do that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Here's my general house rule regarding 'quality'; it related to HP's recovered. (<strong><em>NOTE</em></strong><em>: This was created a while ago for my 1e game, then translated/updated for my 1e/Hackmaster game</em>).</p><p></p><p><u><strong>Condition for that day HP recovered </strong></u></p><p>More than mild activity (combat, fleeing, working forge, etc.) +0 / day</p><p>Mild activity +1 / day</p><p>Mild activity + first aid: sew wounds +2 / day</p><p>Mild activity + healing check +2 / day</p><p>Complete rest +3 / day</p><p>Mild activity + sew wounds + healing +4 / day</p><p>Complete rest + healing +5 / day</p><p>Complete rest + sew wounds +6 / day</p><p>Complete rest + healing + herbalism +6 / day</p><p>Complete rest + sew wounds + healing +7 / day</p><p>Complete rest + sew wounds + healing + herbalism +9 / day</p><p></p><p>As you can see, the "Skills" used are for Hackmaster 4th Ed, but I use them as an all-purpose "this is what you need to do using whatever Skills, Backgrounds, or Special Abilities". So a person with a Healers Kit can automatically "Sew Wounds"; if they also have the Medicine Skill (actually taken, so they can use their Prof Bonus), they can make a Skill roll (typically I set the DC to between 8 and 10...lower/higher depending on circumstance; so in a cities 'hospital', probably a DC5...but with only candle light in a damp, cold cave several miles into the Lands of Deepearth/Underdark/Underground might be a DC 12 or even 15).</p><p></p><p>This has the effect of letting my players have an actual, serious discussion about leaving the dungeon to go back to camp, or even town, to rest...or stick it out in the dungeon.</p><p></p><p><strong>EDIT</strong>: <em>Forgot to mention; I have another small table that has bonuses/penalties to HP recovery based on the "comfort level" of the rest. At a warm inn with clean water, sheets, bandages, and hot cooked food...bonus HP; at a safe woodland camp with warm camp food, bedroll, tent...small bonus or nil; in an undead filled dungeon infested with rats, insects and the rot of the dead...penalty to HP recovery. I can't find the chart right now, but it's only about 6 or 7 'things'.</em></p><p><em><strong>EDIT EDIT</strong>: ...and yes, you can actually LOOSE HP's trying to recover in a really bad spot with really bad/no skills or bandages or REALLY bad skill checks (re: natural 1, or maybe 2 if it's absolutely HORRIBLE conditions)!</em></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7944939, member: 45197"] Hiya! Been there, done that...er...do that. :) Here's my general house rule regarding 'quality'; it related to HP's recovered. ([B][I]NOTE[/I][/B][I]: This was created a while ago for my 1e game, then translated/updated for my 1e/Hackmaster game[/I]). [U][B]Condition for that day HP recovered [/B][/U] More than mild activity (combat, fleeing, working forge, etc.) +0 / day Mild activity +1 / day Mild activity + first aid: sew wounds +2 / day Mild activity + healing check +2 / day Complete rest +3 / day Mild activity + sew wounds + healing +4 / day Complete rest + healing +5 / day Complete rest + sew wounds +6 / day Complete rest + healing + herbalism +6 / day Complete rest + sew wounds + healing +7 / day Complete rest + sew wounds + healing + herbalism +9 / day As you can see, the "Skills" used are for Hackmaster 4th Ed, but I use them as an all-purpose "this is what you need to do using whatever Skills, Backgrounds, or Special Abilities". So a person with a Healers Kit can automatically "Sew Wounds"; if they also have the Medicine Skill (actually taken, so they can use their Prof Bonus), they can make a Skill roll (typically I set the DC to between 8 and 10...lower/higher depending on circumstance; so in a cities 'hospital', probably a DC5...but with only candle light in a damp, cold cave several miles into the Lands of Deepearth/Underdark/Underground might be a DC 12 or even 15). This has the effect of letting my players have an actual, serious discussion about leaving the dungeon to go back to camp, or even town, to rest...or stick it out in the dungeon. [B]EDIT[/B]: [I]Forgot to mention; I have another small table that has bonuses/penalties to HP recovery based on the "comfort level" of the rest. At a warm inn with clean water, sheets, bandages, and hot cooked food...bonus HP; at a safe woodland camp with warm camp food, bedroll, tent...small bonus or nil; in an undead filled dungeon infested with rats, insects and the rot of the dead...penalty to HP recovery. I can't find the chart right now, but it's only about 6 or 7 'things'. [B]EDIT EDIT[/B]: ...and yes, you can actually LOOSE HP's trying to recover in a really bad spot with really bad/no skills or bandages or REALLY bad skill checks (re: natural 1, or maybe 2 if it's absolutely HORRIBLE conditions)![/I] ^_^ Paul L. Ming [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Just how long is a long rest anyway?
Top