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Long Rest is a Problem
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<blockquote data-quote="Musing Mage" data-source="post: 8060087" data-attributes="member: 7025552"><p>I am normally a 1st Ed guy, so the idea of a single HP recovery per day is fine by me! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>I liked the idea of the Gritty Realism variant in the DMG, but it wasn't quite right. I have been pondering an 'Old School gritty' slower healing set of houserules within the 5e playground. </p><p></p><p>This is what I came up with, and yes, it's 100% untested as given the current world events I haven't been playing a lot of D&D. Just something I've been thinking up.</p><p></p><p>These only apply to healing, not other rest-based ability recovery like spell slots, or Ki or what-have-you...</p><p></p><p><u>Failed Death Saves</u> </p><p>These now stick around once you're back on your feet, and carry over until you heal. For as long as you have a Failed Death Save on your record, you make ALL ACTIONS at disadvantage.</p><p></p><p>Short Rest: </p><p>Character may attempt a DC 15 Medicine check to use one (1) Hit die (+ CON modifier as normal) for a partial recovery. Failure means no HP back, though the HD is not expended.</p><p></p><p>Long Rest:</p><p>The character may Choose ONE of the following healing options during a long rest:</p><p></p><p>- Spend one (1) HD for a partial recovery. With a successful DC 15 medicine check, a character may spend one more HD for a total of 2.</p><p>OR</p><p>- Recover half their expended HD. (as per normal rules)</p><p>OR</p><p>- Remove one Failed Death Save from the character's record.</p><p></p><p>Laying out the rests this way should, theoretically, make players be a little more careful about their actions, as well as stretch out recovery time from damage, while still playing within the layout of 5E's resting mechanics.</p><p></p><p>Not for everyone, I'm sure, but I plan to test it at some point.</p></blockquote><p></p>
[QUOTE="Musing Mage, post: 8060087, member: 7025552"] I am normally a 1st Ed guy, so the idea of a single HP recovery per day is fine by me! :P I liked the idea of the Gritty Realism variant in the DMG, but it wasn't quite right. I have been pondering an 'Old School gritty' slower healing set of houserules within the 5e playground. This is what I came up with, and yes, it's 100% untested as given the current world events I haven't been playing a lot of D&D. Just something I've been thinking up. These only apply to healing, not other rest-based ability recovery like spell slots, or Ki or what-have-you... [U]Failed Death Saves[/U] These now stick around once you're back on your feet, and carry over until you heal. For as long as you have a Failed Death Save on your record, you make ALL ACTIONS at disadvantage. Short Rest: Character may attempt a DC 15 Medicine check to use one (1) Hit die (+ CON modifier as normal) for a partial recovery. Failure means no HP back, though the HD is not expended. Long Rest: The character may Choose ONE of the following healing options during a long rest: - Spend one (1) HD for a partial recovery. With a successful DC 15 medicine check, a character may spend one more HD for a total of 2. OR - Recover half their expended HD. (as per normal rules) OR - Remove one Failed Death Save from the character's record. Laying out the rests this way should, theoretically, make players be a little more careful about their actions, as well as stretch out recovery time from damage, while still playing within the layout of 5E's resting mechanics. Not for everyone, I'm sure, but I plan to test it at some point. [/QUOTE]
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