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Long Rest is a Problem
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<blockquote data-quote="SageMinerve" data-source="post: 6164731" data-attributes="member: 69067"><p>Of course, the following reflects only my POV and should be treated as such, but having said that...</p><p></p><p>People (like the OP) unhappy with how healing currently works seem to think the conundrum of injuries vs healing can be resolved by only looking at the healing part, i.e. if healing is slower and/or doesn't heal you to full HP, it wouldn't break suspension of disbelief.</p><p></p><p>IMO this is where they are mistaken. Not that the system as it currently stands makes it very hard to suspend disbelief (it does IMO), but in the fact that damage can continue to be simulated as it always has been and that the solution resides solely in fixing healing.</p><p></p><p>Case in point: a fire-breathing dragon. No matter what level you are, how many HP you have..., if you take enough damage from a dragon's breath, you're toast (literally, in the red variety case). You could require 10000 days to heal from that, outside of explicit use of magic, your PC is dead. End of story.</p><p></p><p>What's my point? In order to have a satisfying healing system, damage can't all be treated in the same way. Being hit by a club and being fire-breathed by a dragon should have clear, different consequences beside the amount of damage dealt.</p><p></p><p>But because of many factors...</p><p>1) the sheer complexity creep of taking sources of damage into account;</p><p>2) the fact that players, in general, despise having "minuses" applied to their character sheet, be it in the form of attribute penalties for certain races, ability drain from undead and other monsters, etc;</p><p>3) the fact that many players want to play a game where magical healing isn't a prerequisite;</p><p>...this will never happen, I think, outside MAYBE of a module.</p><p></p><p>The only simple solution I see is to require magic for any healing (maybe over a very small threshold) at all, but that would not be well received by many people.</p></blockquote><p></p>
[QUOTE="SageMinerve, post: 6164731, member: 69067"] Of course, the following reflects only my POV and should be treated as such, but having said that... People (like the OP) unhappy with how healing currently works seem to think the conundrum of injuries vs healing can be resolved by only looking at the healing part, i.e. if healing is slower and/or doesn't heal you to full HP, it wouldn't break suspension of disbelief. IMO this is where they are mistaken. Not that the system as it currently stands makes it very hard to suspend disbelief (it does IMO), but in the fact that damage can continue to be simulated as it always has been and that the solution resides solely in fixing healing. Case in point: a fire-breathing dragon. No matter what level you are, how many HP you have..., if you take enough damage from a dragon's breath, you're toast (literally, in the red variety case). You could require 10000 days to heal from that, outside of explicit use of magic, your PC is dead. End of story. What's my point? In order to have a satisfying healing system, damage can't all be treated in the same way. Being hit by a club and being fire-breathed by a dragon should have clear, different consequences beside the amount of damage dealt. But because of many factors... 1) the sheer complexity creep of taking sources of damage into account; 2) the fact that players, in general, despise having "minuses" applied to their character sheet, be it in the form of attribute penalties for certain races, ability drain from undead and other monsters, etc; 3) the fact that many players want to play a game where magical healing isn't a prerequisite; ...this will never happen, I think, outside MAYBE of a module. The only simple solution I see is to require magic for any healing (maybe over a very small threshold) at all, but that would not be well received by many people. [/QUOTE]
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