howandwhy99
Adventurer
Long Rest healing results and other recuperative effects are largely about exploration preferences. If you don't want exploration, use mechanics that make it less consequential. Or vice versa.
As much as we like.Realistic? Realism. Really?
WE are playing a FANTASY game just how much realism do we need.
Wherever we like.So just where do we draw the line in the sand regarding REALISM.
But, make it a module. I don't think most people want it. And that's cool. It's not fun for them. It's not interesting to them. It's not realistic to them. And that's fine. To me, healing overnight every time from everything is not fun or interesting. Give me a module to change that, too.
Yep. Two most powerful inventions for warfare:
1) Canned Food
2) Pencillin/Vaccines
I believe it was WWII that was the first recorded war where more soliders died to actual fighting than to disease and starvation.
This has to become our position. Im finding alot of these posts becoming quite snarky on a number of points. We need to collectively pull our heads in, act in a civil nature and understand that if...
a) There is a divide
b) The rule CAN be modularised
...then variants to satisfy both side of the divide will be included (WOTC are paying attention, and no, the fact that they may disagree with an observation of yours is not proof that they are not). I dont think anyone disagree's that 2 variants : One with abundant healing and one of limited healing, should be included, with the caveat that groups are free to make up there own variants if they feel free.
On a side note, it would be nice if they included explanations of the pro's and con's of each approach so groups can make informed decisions.
There's perfectly good game-play reasons why you might not want overnight healing. It changes the nature of long adventures, and makes a particular difference in a megadungeon or wilderness hexcrawl.
-O
Oh, something like this:What I am proposing adds a single number to the character sheet.
100/100/100
Max/Wounded Max/Current
Frank takes 30 pts of damage total, 12 of which was critical damage. New totals:
100/88/70
Takes 13 more dmg.
100/88/57
See.. Not that complex.
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