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General Tabletop Discussion
*Dungeons & Dragons
Rarity of Healing for the Common Man in the 5e Implied Setting
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<blockquote data-quote="Andor" data-source="post: 6360431" data-attributes="member: 1879"><p>Well, if we assume that a good nights rest heals all, for whatever reason, then logically the only really critical thing is making sure the injured survive to morning. IE, stabilizing them.</p><p></p><p>A healing kit lets anyone auto-stabilize someone. 5 gp for 10 uses or 5 sp per use. Even an unskilled laborer can afford that. Or the Medicine skill, as absurdly useless as it is for adventurers, lets you do it for free.</p><p></p><p>Basically unless you're alone, or with a pack of unprepared and unskilled idiots, a group of teenagers out doing something stupid say, mortality should be pretty minimal in 5e for anything short of an attack by murderous forces or an avalanche.</p><p></p><p>Incidently, I haven't seen this mentioned much but I'm under the impression that in 4e HP were sort of temporary hit points and your real wound points were the healing surges. This has been sort of retained in 4e. The healing HD, usable during short rests do not fully regenerate in a single night. Granted it only take 2 days to get them all back but it's still a sign that something has happened to you. Another damage related 4eism in the basic rules is that the bloodied condition is not there in the rules as a significant thing, but it's retained in the fiction in the "describing wounds" sidebar. (page 75 of the basic rules)</p><p></p><p>So in sumation, I don't think magical healing will be common place in small hamlets or the like unless you as the GM have placed an empowered cleric or druid in the town. But everyplace ought to have healing kits, and in anything decently sized you'll also have herbalists making healing potions. </p><p></p><p>It's interesting. Magical healing seems to be less needed outside of combat than in any previous edition of D&D. I, in my own game, will come up with some fictional reason for the rapid healing overnight. I think I'm going to go with a commonly known magic, something like a Mudra, where maintaining the gesture and keeping mostly still will induce rapid healing. This regeneration does draw from bodily reserves however, which is why it's capped by HD during short rests, and why the HD don't come back in a single long rest. I think with that in mind I will add the additional restriction that each level of exhaustion recovered counts as a HD during long rest recovery. That has the side effect of upping the value of Potions of Vitality and making exhaustion, already bad, even worse. I can live with that. </p><p></p><p>Thanks for prompting me to think that out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Andor, post: 6360431, member: 1879"] Well, if we assume that a good nights rest heals all, for whatever reason, then logically the only really critical thing is making sure the injured survive to morning. IE, stabilizing them. A healing kit lets anyone auto-stabilize someone. 5 gp for 10 uses or 5 sp per use. Even an unskilled laborer can afford that. Or the Medicine skill, as absurdly useless as it is for adventurers, lets you do it for free. Basically unless you're alone, or with a pack of unprepared and unskilled idiots, a group of teenagers out doing something stupid say, mortality should be pretty minimal in 5e for anything short of an attack by murderous forces or an avalanche. Incidently, I haven't seen this mentioned much but I'm under the impression that in 4e HP were sort of temporary hit points and your real wound points were the healing surges. This has been sort of retained in 4e. The healing HD, usable during short rests do not fully regenerate in a single night. Granted it only take 2 days to get them all back but it's still a sign that something has happened to you. Another damage related 4eism in the basic rules is that the bloodied condition is not there in the rules as a significant thing, but it's retained in the fiction in the "describing wounds" sidebar. (page 75 of the basic rules) So in sumation, I don't think magical healing will be common place in small hamlets or the like unless you as the GM have placed an empowered cleric or druid in the town. But everyplace ought to have healing kits, and in anything decently sized you'll also have herbalists making healing potions. It's interesting. Magical healing seems to be less needed outside of combat than in any previous edition of D&D. I, in my own game, will come up with some fictional reason for the rapid healing overnight. I think I'm going to go with a commonly known magic, something like a Mudra, where maintaining the gesture and keeping mostly still will induce rapid healing. This regeneration does draw from bodily reserves however, which is why it's capped by HD during short rests, and why the HD don't come back in a single long rest. I think with that in mind I will add the additional restriction that each level of exhaustion recovered counts as a HD during long rest recovery. That has the side effect of upping the value of Potions of Vitality and making exhaustion, already bad, even worse. I can live with that. Thanks for prompting me to think that out. :cool: [/QUOTE]
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Rarity of Healing for the Common Man in the 5e Implied Setting
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