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Long Rest is a Problem
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<blockquote data-quote="Mistwell" data-source="post: 6164793" data-attributes="member: 2525"><p>Sure, but that is expending a limited resource for healing. Which does not break a sense of realism. I recall at least a couple times, we ran out of such wands, and the trip back to civilization would have been too dangerous, and we didn't have a safe place to craft such a wand. </p><p></p><p></p><p></p><p>As explained, it really isn't as good as a module add-on, as it has significant ramifications for things like 1) the inability of WOTC to use all those dozens of 1e adventures that they've been busily stating up (none assume full hit points every day), and 2) an issue with new published adventures, and 3) a problem with a shared experience amongst players of the game.</p><p></p><p></p><p></p><p>I've tried to state this a few times, but I suspect I'm not saying it well. I will give it another shot. And this time, I will label it better so I can refer back to it:</p><p></p><p><strong>NOT ASKING FOR FULLY MODELED LINGERING INJURY</strong>: Nobody is asking for a way to fully model long lasting lingering injuries in this game. That's not this game, I agree. The issue is this: On a scale of how you would set natural healing to start each day, on one side you have zero natural healing (which would be much closer to a long lasting lingering injury), and on the other you have full natural healing every day (which is as far as you can get from a long lasting lingering injury). All I am asking for (and many others) is that the default not be set at that extreme of full natural healing every day. That way, while there is not a fully modeled lasting lingering injury, at least there is a chance for a tiny little dose of it. Some way for the DM to say "Well, your arm is still bugging you a bit from that Owlbear who clawed you there, so you're not at max, and you will need to expend a resource to healing fully up if that is an issue".</p><p></p><p></p><p></p><p>The impairment is the cost of limited resources. Hit Points are, of course, an abstraction that does not perfectly model this. But, at least not being at full hit points can provide some small thing to hang your abstraction on for an injury of some kind.</p><p> </p><p></p><p></p><p>I disagree, that don't make any more sense than any other rule. Not being at full hit points, being at full hit points, neither makes much sense for this topic. I'd argue at least "not being at full hit points without the expenditure of a limited resource" allows for SOMETHING, however small, to hang your injury on. But even if you think it doesn't make sense, I don't see how it makes LESS sense than natural full healing after 8 hours. At worse, they make an equal amount of nonsense. So, the baseline should be set at what's best for the game. Which is what all my arguments have been - it's best for the game to have at least some chance you won't be at full hit points, for the reasons I stated above (past adventure utility, future adventures, common experience for players, ability to house rule in both directions rather than just one, etc..). These are all, "best for the game" arguments rather than "what models lingering injuries best" arguments.</p><p></p><p></p><p></p><p>Yes it is true that 4e had this. However, one goal of 5e is to bring in fans of playstyles represented by all the editions. And to further that end, WOTC has been stating out 1e modules lately, for example. Given that all editions of D&D except 4e required either the expenditure of a limited resource or luck to get back to full hit points after a 8 hours rest, I think it makes sense to make the default at least something less than 100% certainty of full recovery. Which is why I proposed something like rolling all your HD to see how much you recover in HP (and others proposed getting back some hit points and all hit dice, so you could expend those hit dice to get back to full right away). Odds say you will, roughly, recover all your hit points anyway. It's just that it would introduce some amount of chance that you could have a slightly more lingering type of injury, which makes the game far more emulative of a certain playstyle enjoyed by the other editions of D&D. It's a compromise - one that is a relatively minor change for 4e players, but the reverse is a relatively major change for non-4e players (for the reasons I've stated above).</p><p></p><p></p><p></p><p>Well first, I am the OP, and I disagree that I failed to address this. I did address this issue, though perhaps I didn't phrase it well. But, I hope my responses above help to address it better now.</p><p></p><p>As for "the only simple solution is magic" portion of your answer, I disagree. There are other simple solutions, and we've discussed a series of them. You could roll for how many hit points you get back, introducing an element of chance. You could get back some hit points and all your hit dice, introducing the expenditure of a limited resources that is not magical in nature. There are simple ways to introduce a mechanic that at least allows for a chance, however small, that you will not start the day at full hit points and must expend a limited resource to get back to full.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6164793, member: 2525"] Sure, but that is expending a limited resource for healing. Which does not break a sense of realism. I recall at least a couple times, we ran out of such wands, and the trip back to civilization would have been too dangerous, and we didn't have a safe place to craft such a wand. As explained, it really isn't as good as a module add-on, as it has significant ramifications for things like 1) the inability of WOTC to use all those dozens of 1e adventures that they've been busily stating up (none assume full hit points every day), and 2) an issue with new published adventures, and 3) a problem with a shared experience amongst players of the game. I've tried to state this a few times, but I suspect I'm not saying it well. I will give it another shot. And this time, I will label it better so I can refer back to it: [B]NOT ASKING FOR FULLY MODELED LINGERING INJURY[/B]: Nobody is asking for a way to fully model long lasting lingering injuries in this game. That's not this game, I agree. The issue is this: On a scale of how you would set natural healing to start each day, on one side you have zero natural healing (which would be much closer to a long lasting lingering injury), and on the other you have full natural healing every day (which is as far as you can get from a long lasting lingering injury). All I am asking for (and many others) is that the default not be set at that extreme of full natural healing every day. That way, while there is not a fully modeled lasting lingering injury, at least there is a chance for a tiny little dose of it. Some way for the DM to say "Well, your arm is still bugging you a bit from that Owlbear who clawed you there, so you're not at max, and you will need to expend a resource to healing fully up if that is an issue". The impairment is the cost of limited resources. Hit Points are, of course, an abstraction that does not perfectly model this. But, at least not being at full hit points can provide some small thing to hang your abstraction on for an injury of some kind. I disagree, that don't make any more sense than any other rule. Not being at full hit points, being at full hit points, neither makes much sense for this topic. I'd argue at least "not being at full hit points without the expenditure of a limited resource" allows for SOMETHING, however small, to hang your injury on. But even if you think it doesn't make sense, I don't see how it makes LESS sense than natural full healing after 8 hours. At worse, they make an equal amount of nonsense. So, the baseline should be set at what's best for the game. Which is what all my arguments have been - it's best for the game to have at least some chance you won't be at full hit points, for the reasons I stated above (past adventure utility, future adventures, common experience for players, ability to house rule in both directions rather than just one, etc..). These are all, "best for the game" arguments rather than "what models lingering injuries best" arguments. Yes it is true that 4e had this. However, one goal of 5e is to bring in fans of playstyles represented by all the editions. And to further that end, WOTC has been stating out 1e modules lately, for example. Given that all editions of D&D except 4e required either the expenditure of a limited resource or luck to get back to full hit points after a 8 hours rest, I think it makes sense to make the default at least something less than 100% certainty of full recovery. Which is why I proposed something like rolling all your HD to see how much you recover in HP (and others proposed getting back some hit points and all hit dice, so you could expend those hit dice to get back to full right away). Odds say you will, roughly, recover all your hit points anyway. It's just that it would introduce some amount of chance that you could have a slightly more lingering type of injury, which makes the game far more emulative of a certain playstyle enjoyed by the other editions of D&D. It's a compromise - one that is a relatively minor change for 4e players, but the reverse is a relatively major change for non-4e players (for the reasons I've stated above). Well first, I am the OP, and I disagree that I failed to address this. I did address this issue, though perhaps I didn't phrase it well. But, I hope my responses above help to address it better now. As for "the only simple solution is magic" portion of your answer, I disagree. There are other simple solutions, and we've discussed a series of them. You could roll for how many hit points you get back, introducing an element of chance. You could get back some hit points and all your hit dice, introducing the expenditure of a limited resources that is not magical in nature. There are simple ways to introduce a mechanic that at least allows for a chance, however small, that you will not start the day at full hit points and must expend a limited resource to get back to full. [/QUOTE]
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