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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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<blockquote data-quote="Lanefan" data-source="post: 8800409" data-attributes="member: 29398"><p>Indeed.....until one or both of those Clerics dies, and-or the various healing doodads run out or get dispelled or blow up in a fireball. Or the dedicated curing Cleric with all the healing doodads gets turned to stone - I've seen this happen.</p><p></p><p>IME sometimes no matter how much healing a party thinks it has, it's still not enough.</p><p></p><p>Just because a design mistake has become persistent doesn't absolve it of being a mistake.</p><p></p><p>There's a middle ground between 1e natural healing rates which were too slow and 4e-5e natural healing rates which are way too fast. My/our solution is that what 5e would call a long rest gets you back a fixed % of your maximum hit points*, unless you've recently been badly hurt i.e. gone below 0 (in 5e, having to make a death save would be the equivalent) in which case recovery is slowed for a while.</p><p></p><p>The advantages are twofold: because it's a % of one's total it works the same for everyone and doesn't favour any one class over any other; and because it's a fixed % value any given DM can raise or lower that value to suit what she thinks works for her table/campaign/playstyle.</p><p></p><p>* - we use 10%, round <em>all</em> fractions up, i.e. someone with 20 h.p. max would get back 2 while someone with 21 max would get back 3.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8800409, member: 29398"] Indeed.....until one or both of those Clerics dies, and-or the various healing doodads run out or get dispelled or blow up in a fireball. Or the dedicated curing Cleric with all the healing doodads gets turned to stone - I've seen this happen. IME sometimes no matter how much healing a party thinks it has, it's still not enough. Just because a design mistake has become persistent doesn't absolve it of being a mistake. There's a middle ground between 1e natural healing rates which were too slow and 4e-5e natural healing rates which are way too fast. My/our solution is that what 5e would call a long rest gets you back a fixed % of your maximum hit points*, unless you've recently been badly hurt i.e. gone below 0 (in 5e, having to make a death save would be the equivalent) in which case recovery is slowed for a while. The advantages are twofold: because it's a % of one's total it works the same for everyone and doesn't favour any one class over any other; and because it's a fixed % value any given DM can raise or lower that value to suit what she thinks works for her table/campaign/playstyle. * - we use 10%, round [I]all[/I] fractions up, i.e. someone with 20 h.p. max would get back 2 while someone with 21 max would get back 3. [/QUOTE]
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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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