D&D 5E On the healing options in the 5e DMG

There is no problem with any of this. Where's the issue?

You could do that, too, but there's no reason you'd have to. So wizards take a week to regain slots. So what? "Oh boo-hoo-hoo, it takes a week to gain back my ability to make the laws of physics bend over and call me daddy instead of a night, that is SO WEAK"....?

There isn't, as long as the DM changes his style of play to accommodate it. This system would assume fewer encounters or generally weaker encounters per (real) day to make up the 6-8 encounters between "rests". As long as the DM knows this and doesn't try to run megadungeons using the Slow-rests/Slow Natural Healing mechanic, things will be fine.

I just hope the DMG has the good sense to mention the 6-8 encounters are between long rests (as the game defines it), not "per day" (as in, 24 hours).
 

log in or register to remove this ad

What you've really pointed out is that every class has a mix of powers that recharge with short and long rests, and they all have abilities they can keep using. Because they all have them, adjusting the length of rests shouldn't significantly affect class balance. Note that for the super heroic option, they did call out that you'll need to place extra limitations of the recovery of high level spell slots. Anything else that arises can be dealt with as they occur.

I'm not trying to imply that advice isn't welcomed, just that exhaustive advice doesn't seem necessary for these particular changes. I'll wait until tomorrow when I have the DMG in my own grubby hands before I comment further.

One of the most interesting is the wizard who recharges some of his slots 1/day. Gives a nice 2nd edition feel, where memorizing spells took hours.
 




McDonald's knowingly kept coffee at a temperature higher than coffee is typically kept in a home or other restaurants. A temperature McDonald's knew, or should have known, would cause extensive burning to skin in around 10 seconds. If you live in a country where people can't sue someone successfully for negligence, I don't envy you or your country.

http://en.wikipedia.org/wiki/Liebeck_v._McDonald's_Restaurants

I guess her injuries qualified as a Crippling Wound and required more than an 8 hour long rest...
 

What you've really pointed out is that every class has a mix of powers that recharge with short and long rests, and they all have abilities they can keep using. Because they all have them, adjusting the length of rests shouldn't significantly affect class balance. Note that for the super heroic option, they did call out that you'll need to place extra limitations of the recovery of high level spell slots. Anything else that arises can be dealt with as they occur.

I'm not trying to imply that advice isn't welcomed, just that exhaustive advice doesn't seem necessary for these particular changes. I'll wait until tomorrow when I have the DMG in my own grubby hands before I comment further.

Well, some classes are balanced almost purely via short rest (Fighters, Monks) and others almost purely by long rest (Sorcerers, Wizards, and to a lesser extent, Clerics)...you don't feel making rests shorter overall would mean more power for the former?
 

I don´t live in a country, where you can sue someone for not telling you that the coffee is hot, where you know you can´t leave when the cruise control is switched on... we are used to think for ourselves...

You know that coffee was so hot it gave her third degree burns? and she just sued so she could pay the medical bills? Of course there are pretty ridiculous frivolous suits, but this one isn't the case.
 

Here is what I'm probably going to have to do:

1) You can only expend HD during a short rest by consuming a healer's kit. IIRC, this was the case in several iterations of the playtest rules.
...
[2)] Slow natural healing. No HP are recovered after a long rest. Characters need to expend HD to recover HP.

Plus:
3) Second Wind grants temporary hit points. A character must be at or below half of their maximum hit points to use Second Wind.

Analysis

Healing: Combined with the standard rule that you regain half HD per long rest this means that a drained character will need 4 days without getting hurt to regain all of their hit points and HD, which is probably a good enough number for me.

Second Wind: Thp don't stack, so you can't use them to throw off the healing economy. Setting a below half hp restriction means you can't just automatically activate it and always start out your day effectively over your max hp, yet allows low level characters to sometimes end up with effective hp higher than their max hp. At higher levels Second Wind will be weakened if viewed alone, but its reliable presence in a game with weakened non-magical healing should balance it out. When combined with the healing rules above, the results would appear to keep Second Wind roughly as useful for both low level and high level fighters.

(I might also use lingering wounds, but am concerned it might slow play down too much, so we'll see).

Changing what the length of time is for a "rest" just to tweak healing will have TONS of unintended side effects.
Let's go with that gritty thing for example where a short rest is 8 hours and a long rest is a week.
...
If you want to change healing rates, do NOT redefine the lengths of "rests". Instead, just move healing off of the "rests" system and give them times (hours, days, etc). Doing it like that, you'll avoid screwing up everything else.

Yes. A lot of people don't seem to get this. Amazingly enough, most of the same people who are attached to non-magical healing being slower and inferior to magical healing are the same people attached to other classic D&Disms like spellcasters using daily (rather than weekly) resources.*


* OD&D may have done it differently, but most old-schoolers didn't start in the paleolithic era (congratulations to those who got in on the ground floor though! :))
 


Remove ads

Top