Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Long Rest Poll
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DogBackward" data-source="post: 5921843" data-attributes="member: 50642"><p>For those who dislike full healing overnight, might I suggest separating "camping" and "not camping".</p><p></p><p>In order to heal back to full from a long rest, you have to be in a relatively safe, comfortable area, such as a town or city. If you're forced to camp in the wilds, or hole up in a dungeon room, then you can rest for 8 hours as normal, but you only recover to a total of half your maximum hit points. For example, let's say that you normally have 60 HP at max. If you're at 20 HP and you take a long rest in the dungeon, you now have 30 HP. If you're at 40 HP and you take a long rest in the dungeon, then you wake up still at 40 HP. The kind of uncomfortable, dangerous "rest" that you get in the wilds can only do so much.</p><p></p><p>You would still recover all of your Hit Dice. So, if you want, you can use a healer's kit to spend some HD upon waking and heal up to full, at the cost of being less able to recover later in the day.</p><p></p><p>Note that this works well with the idea of Wounds reducing maximum Hit Dice. Each time you're reduced below 0 HP, you suffer a Wound. Each Wound you suffer reduces your maximum Hit Dice by one. Wounds can only be recovered by a full, in-town rest, at the rate of one per long rest.</p><p></p><p>This way, you can model long-term wounds and exertion without impacting short-term play. Adventuring parties can last a lot longer in the wilderness, but will still eventually have to return to town to rest and recuperate... or spend all of their time at half HP and with no natural healing available. Higher level (and thus higher HD) adventurers can push themselves farther, but they also have to spend longer recovering if they do... which is, I think, realistic.</p><p></p><p>It models long-term adventuring fatigue rather well, I think.</p></blockquote><p></p>
[QUOTE="DogBackward, post: 5921843, member: 50642"] For those who dislike full healing overnight, might I suggest separating "camping" and "not camping". In order to heal back to full from a long rest, you have to be in a relatively safe, comfortable area, such as a town or city. If you're forced to camp in the wilds, or hole up in a dungeon room, then you can rest for 8 hours as normal, but you only recover to a total of half your maximum hit points. For example, let's say that you normally have 60 HP at max. If you're at 20 HP and you take a long rest in the dungeon, you now have 30 HP. If you're at 40 HP and you take a long rest in the dungeon, then you wake up still at 40 HP. The kind of uncomfortable, dangerous "rest" that you get in the wilds can only do so much. You would still recover all of your Hit Dice. So, if you want, you can use a healer's kit to spend some HD upon waking and heal up to full, at the cost of being less able to recover later in the day. Note that this works well with the idea of Wounds reducing maximum Hit Dice. Each time you're reduced below 0 HP, you suffer a Wound. Each Wound you suffer reduces your maximum Hit Dice by one. Wounds can only be recovered by a full, in-town rest, at the rate of one per long rest. This way, you can model long-term wounds and exertion without impacting short-term play. Adventuring parties can last a lot longer in the wilderness, but will still eventually have to return to town to rest and recuperate... or spend all of their time at half HP and with no natural healing available. Higher level (and thus higher HD) adventurers can push themselves farther, but they also have to spend longer recovering if they do... which is, I think, realistic. It models long-term adventuring fatigue rather well, I think. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Long Rest Poll
Top