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Long Rest is a Problem
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6164374" data-attributes="member: 1165"><p>Different strokes, etc. WotC is in an impossible situation. Some people love fully healing at nights, and some will never accept it.</p><p></p><p>IMO, you shouldn't restrict healing at night. It's too easy for someone to get punished for heroically rescuing a friend (and taking hits while doing so), or the whole party halts because they're too afraid to adventure anymore (something that I've seen in numerous RPGs in addition to D&D). I don't think "healing half you hit points" or "getting back half your Hit Dice" will cut it either, as PCs will simply have to rest <strong>two</strong> nights.</p><p></p><p>But if you want "long-term injuries" there should be a mechanic to represent it.</p><p></p><p>Someone (I can't recall who) drew up long-term injuries such as "broken bone" in 4e, resolved with a disease-like track. You could heal up to full, and get all your healing surges, but your bone is still broken. You're still dragging that foot or not using that arm. That kind of injury could be created by a special trap (maybe something that's specifically designed to break your foot), a special maneuver, or what have you. I wouldn't expect that sort of injury to come up everyday. (The house rule didn't specify whether the Remove Affliction ritual could relieve the condition, but that ritual takes 30-60 minutes to cast, a considerable amount of mystic salves, and botching the skill check could injure the victim even as it fixes the bones.)</p><p></p><p>Alternatively, long rests might not be allowed if the PCs aren't reasonably comfortable. Perhaps resting in Silent Hill is just a <strong>really</strong> bad idea. I don't think you can get a "long rest" if you're suffering from nightmares. (That would also make the Nightmare spell useful, and not just against casters.)</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6164374, member: 1165"] Different strokes, etc. WotC is in an impossible situation. Some people love fully healing at nights, and some will never accept it. IMO, you shouldn't restrict healing at night. It's too easy for someone to get punished for heroically rescuing a friend (and taking hits while doing so), or the whole party halts because they're too afraid to adventure anymore (something that I've seen in numerous RPGs in addition to D&D). I don't think "healing half you hit points" or "getting back half your Hit Dice" will cut it either, as PCs will simply have to rest [b]two[/b] nights. But if you want "long-term injuries" there should be a mechanic to represent it. Someone (I can't recall who) drew up long-term injuries such as "broken bone" in 4e, resolved with a disease-like track. You could heal up to full, and get all your healing surges, but your bone is still broken. You're still dragging that foot or not using that arm. That kind of injury could be created by a special trap (maybe something that's specifically designed to break your foot), a special maneuver, or what have you. I wouldn't expect that sort of injury to come up everyday. (The house rule didn't specify whether the Remove Affliction ritual could relieve the condition, but that ritual takes 30-60 minutes to cast, a considerable amount of mystic salves, and botching the skill check could injure the victim even as it fixes the bones.) Alternatively, long rests might not be allowed if the PCs aren't reasonably comfortable. Perhaps resting in Silent Hill is just a [b]really[/b] bad idea. I don't think you can get a "long rest" if you're suffering from nightmares. (That would also make the Nightmare spell useful, and not just against casters.) [/QUOTE]
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