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Long Rest is a Problem
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<blockquote data-quote="TheRustyOne" data-source="post: 6164583" data-attributes="member: 52492"><p>I would encourage people to check out Adventurer, Conqueror,King's "Mortal Wounds" system. When you drop below 0 hit points, you drop unconscious, but until your friends look at you, they don't know exactly what has happened to you. A Heal check, modified by things like your damage taken and how long you laid there bleeding out, gives the result of what happened to you, including injuries. Injuries take a level 5 spell to recover from. </p><p>Up until 3rd edition, characters recovered either 1hp/day of rest, or hp=level/day of rest. 3rd killed that with the cheap wands problem, and 4th just heals you up at a full rest. It seems like somewhere in between (and all magic being throttled down a bit) should be the default to equally satisfy, or unsatisfy equally, every party.</p><p>One thing about healing 4th edition really got right was proportional healing, where a heal spell healed a made 1d4 hp worth, but a fighter got 1d10 worth. Next should emulate this, but they won't because it's an idea that came from 4th. 4th also restrained magical healing by costing a healing surge of the user, this limiting the number of heals you could get in a day. This is another great idea, in my opinion. That alone keeps wands of CLW from becoming too big an issue.</p></blockquote><p></p>
[QUOTE="TheRustyOne, post: 6164583, member: 52492"] I would encourage people to check out Adventurer, Conqueror,King's "Mortal Wounds" system. When you drop below 0 hit points, you drop unconscious, but until your friends look at you, they don't know exactly what has happened to you. A Heal check, modified by things like your damage taken and how long you laid there bleeding out, gives the result of what happened to you, including injuries. Injuries take a level 5 spell to recover from. Up until 3rd edition, characters recovered either 1hp/day of rest, or hp=level/day of rest. 3rd killed that with the cheap wands problem, and 4th just heals you up at a full rest. It seems like somewhere in between (and all magic being throttled down a bit) should be the default to equally satisfy, or unsatisfy equally, every party. One thing about healing 4th edition really got right was proportional healing, where a heal spell healed a made 1d4 hp worth, but a fighter got 1d10 worth. Next should emulate this, but they won't because it's an idea that came from 4th. 4th also restrained magical healing by costing a healing surge of the user, this limiting the number of heals you could get in a day. This is another great idea, in my opinion. That alone keeps wands of CLW from becoming too big an issue. [/QUOTE]
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