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Long Rest is a Problem
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<blockquote data-quote="DEFCON 1" data-source="post: 8061115" data-attributes="member: 7006"><p>Those are good ideas for spreading days out, certainly. But it doesn't really solve the question of why PCs can heal all wounds/injuries overnight. Not that I think you can solve it, mind you.</p><p></p><p>The problem comes down to trying to align both "in-game narrative" and "out-of-game mechanics". As I said above, players sitting "out-of-game" will never voluntarily send their PCs forward to adventure at less than full HP because they know that the game is built from the ground up for combat to be its primary focus. And no one is going to voluntarily start their combat day with one hand tied behind their back. Which is why the game rules make it easy for players to heal their PCs hit points fully-- the players were going to do that anyway.</p><p></p><p>So with that being said... the only other thing to do is to try and put together some kind of "in-game narrative" reason to do so. Oftentimes its the "gritty" long rest rules of 7 days for a LR getting thrown about. But the problem with that is that while it makes the narrative of wound recover make a little more sense... it usually destroys all the other aspects of narrative and in-game story. The plot can rarely withstand characters sitting out for an entire week. It destroys the flow of any story. So no DM is going to enjoy trying to create adventures with <em>them</em> now having that one hand tied behind their back. Believe me... I tried running Curse of Strahd with 7-day long-rest rules in place, and the story took a beating. So much of it made little to no sense that the PCs just had to set up a camp and twiddle their thumbs for a week as the world passed them by so that they could "heal naturally". And I came to the conclusion (rightly I think) that the one time where mechanics trumps story is regarding wound recovery. I'd rather have the plot make more sense and be more compelling by letting PCs reset quicker than try and worry about the "reality" of how fast wounds recovered. Especially considering the other "in-game" reality that we have all these characters that can throw magic at the problem as much as they want to heal wounds just up until the "out-of-game balancing system" of spell slots says those characters are all out and cannot heal anymore and thus they now all have to camp for 7 days to get all their "stuff" back.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8061115, member: 7006"] Those are good ideas for spreading days out, certainly. But it doesn't really solve the question of why PCs can heal all wounds/injuries overnight. Not that I think you can solve it, mind you. The problem comes down to trying to align both "in-game narrative" and "out-of-game mechanics". As I said above, players sitting "out-of-game" will never voluntarily send their PCs forward to adventure at less than full HP because they know that the game is built from the ground up for combat to be its primary focus. And no one is going to voluntarily start their combat day with one hand tied behind their back. Which is why the game rules make it easy for players to heal their PCs hit points fully-- the players were going to do that anyway. So with that being said... the only other thing to do is to try and put together some kind of "in-game narrative" reason to do so. Oftentimes its the "gritty" long rest rules of 7 days for a LR getting thrown about. But the problem with that is that while it makes the narrative of wound recover make a little more sense... it usually destroys all the other aspects of narrative and in-game story. The plot can rarely withstand characters sitting out for an entire week. It destroys the flow of any story. So no DM is going to enjoy trying to create adventures with [I]them[/I] now having that one hand tied behind their back. Believe me... I tried running Curse of Strahd with 7-day long-rest rules in place, and the story took a beating. So much of it made little to no sense that the PCs just had to set up a camp and twiddle their thumbs for a week as the world passed them by so that they could "heal naturally". And I came to the conclusion (rightly I think) that the one time where mechanics trumps story is regarding wound recovery. I'd rather have the plot make more sense and be more compelling by letting PCs reset quicker than try and worry about the "reality" of how fast wounds recovered. Especially considering the other "in-game" reality that we have all these characters that can throw magic at the problem as much as they want to heal wounds just up until the "out-of-game balancing system" of spell slots says those characters are all out and cannot heal anymore and thus they now all have to camp for 7 days to get all their "stuff" back. [/QUOTE]
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