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Long Rest Poll

Do you like the Long Rest mechanic?

  • Yes, I do.

    Votes: 39 34.5%
  • No, I don't.

    Votes: 68 60.2%
  • I don't care about this topic.

    Votes: 6 5.3%

Hmm... do you feel the same way about restoring spell slots?
Spell slots are different, because they don't represent anything real. D&D will never be a medically accurate game, but some basic sense of having meaningful physical consequences to injury is really important. Conversely, when it is essentially impossible to be hurt for more than a day, it's hard to feel that your character is a person, or that combat is meaningful, which are kind of important in a roleplaying game with a combat-oriented slant.

That being said, it would be great if casters recovered their spells incrementally over several days. That would give magic users more to think about.
 

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I would have less of a problem with the mechanic if it was harder to get a character from the state of being knocked down and unconscious to back on his feet and kickin'.

The playtest document states that you have to have at least 1 hit point to take any rest, long or short. A healer's kit won't help to give the character that one hit point since it only stabilizes the unconscious. However - as per the playtest's RAW - If you don't apply magical healing to a stabilized character, he will get 1 hp after 2d6 hours. This is where Mearl's explanation of hit points and the rules don't fit together nicely, since characters self-regenerate a severe wound by themselves after 2d6 hours of lying on the ground.

So, my proposal: Get rid of this 2d6-hours rule. Instead, make it MUCH harder for a character to get to that 1 hp with mere mundane means, as this simulates the treatment of a severe wound. It could be something like a DC 15 heal (Wisdom) check + the use of a Healer's Kit + 2d6 hours of rest. If the check fails, repeat.

Then, when the character is back on his feet again, he merely needs to recover from the exhausting treatment and trauma -> he gets complete recovery of hp's and HD after the next complete rest.

What do you think?
 

I don't mind the "if you rest for a long time, you heal all your wounds" part of it. The part that bothers me is that it only takes 8 hours. Eight hours' sleep is not a "long rest," it is a "good night's sleep."

If they make it 24 hours instead of 8, I wouldn't have a problem with it. Full hit points after spending a day confined to bed sounds a lot more reasonable (but still ridiculously fast).
 

On a similar thread, I have been advocating this idea

If you are not bloodied - a full night's (8 hrs) rest restores you to full HP.
If you are bloodied - roll 1 hit die to recover that many HP after a full night's rest. If under the care of a person with the healing skill, you have advantage. If you are receiving no care (like left to heal yourself) you have disadvantage.

Healing Potions: In combat, you may be sloshing the thing around and spilling some of it. You roll the healing as normal. If taking a short rest, you have advantage when you take the potion.

I think this bridges the 'realism' vs. 'full-healing' problem without being burdensome. The bloodied threshold takes on meaning in regards to recovery. Real wounds take time to recover while scratches and bruises do not. This mechanic also fits in with some 'core' mechanics in other places.
 

I would have less of a problem with the mechanic if it was harder to get a character from the state of being knocked down and unconscious to back on his feet and kickin'.

The playtest document states that you have to have at least 1 hit point to take any rest, long or short. A healer's kit won't help to give the character that one hit point since it only stabilizes the unconscious. However - as per the playtest's RAW - If you don't apply magical healing to a stabilized character, he will get 1 hp after 2d6 hours. This is where Mearl's explanation of hit points and the rules don't fit together nicely, since characters self-regenerate a severe wound by themselves after 2d6 hours of lying on the ground.

So, my proposal: Get rid of this 2d6-hours rule. Instead, make it MUCH harder for a character to get to that 1 hp with mere mundane means, as this simulates the treatment of a severe wound. It could be something like a DC 15 heal (Wisdom) check + the use of a Healer's Kit + 2d6 hours of rest. If the check fails, repeat.

Then, when the character is back on his feet again, he merely needs to recover from the exhausting treatment and trauma -> he gets complete recovery of hp's and HD after the next complete rest.

What do you think?

I hadn't seen that part. You are right, that rule should go. If you are <1 you should need magic to get back on your feet or at least a long stay in a comfy bed with a pretty/handsome nurse.
 

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