D&D 5E Realistic health rate

Ezequielramone

Explorer
I was thinking in using the realistic rate from the Dungeons master 's guide in my Tiranny of Dragons campaign.
Did someone of you pay this way? do you think it will interfere with the game.
I just don't feel confortable with the idea of been 100% one day after an almost deadly fight.
I want your experience to know if this is a good decision.
 

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Which optional rule or rules were you thinking about from the DMG?

Healer's kit dependency - pg 266
-This won't change anything besides someone having to carry and keep track of the kit uses, the in game cost is for the most part next to nothing. To me it seems to add just another extra layer of book keeping.

Slow natural healing - pg 267
-It slows down the pace of the game so if that is what you want sure. The end result will be more retreating back to town or camp. This becomes more of a grind than it is worth IMO, the party gets hurt to rest until they are 100% all you are doing is adding in extra fictional days to that rest time.

Rest Variant, gritty realism - pg 267
-This one changes up a lot of things in the game, most notable the power level of classes that depend on short and extended rests to recover abilities. Expect to see rogues dominating the game for example, they have few to no power that are rest dependent, and are great at conflict avoidance so get hurt less.


I think the best solution is to rethink how you look at hit points. They are not meat points. Every hit isn't a deep gash or fractured bone. Characters operate at 100% effectiveness at full health to that last hit point. It is that last hit point that matters.

A character can jump off a dragon, get breathed on, plummet to the earth and land in a spiked pit all in the same round, if he has even 1 hit point left he can keep going. So all I am saying is the luck, skill, divine intervention, plot armor that hit points do represent can come back amazingly fast because it is not wounds healing overnight, it is not bones mending, or twisted ankles correcting themselves. It is the return of plot armor.
 

What I am planning on doing is not allowing anyone to heal all APs to full after a long rest. So any lost hp will have to be either recovered from the Hit Dice or through magical healing. I may make it so you get full Hit Dice back instead of half though. What it would do is reduce the healing potential of short rests and if they had an harrowing adventure day they may have to take an whole day to recover.
 
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I was thinking in gritty realism plus some way to use medicine to increase the amount of hp recovered.
I know hp is an abstraction but i like to describe hits like minor wounds so my PC actually have some after a battle.
I believe that adding this use to medicine still give some presence to a skill that seems to do nothing but should be necessary for adventurers.
What do you think?
 

Rest Variant, gritty realism - pg 267
-This one changes up a lot of things in the game, most notable the power level of classes that depend on short and extended rests to recover abilities. Expect to see rogues dominating the game for example, they have few to no power that are rest dependent, and are great at conflict avoidance so get hurt less.

It shouldn't change much at all if the DM keeps the numbers of encounters per rest the same. Mechanically nothing should be affected other than magical items that recharge at dawn (assuming you don't tweak that too).
 

It shouldn't change much at all if the DM keeps the numbers of encounters per rest the same. Mechanically nothing should be affected other than magical items that recharge at dawn (assuming you don't tweak that too).

Quite a bit changes because of spell durations and such. You can't expect to keep hex, magic weapon or even animate undead up for multiple fights for instance. If you are using spells to rest or create food or travel they're getting used up 7x as fast etc.

Like most of the variant rules in the DMG it's overly simple with lots of negative impact.
 


What I am planning on doing is not allowing anyone to heal all APs to full after a long rest. So any lost hp will have to be either recovered from the Hit Dice or through magical healing. I may make it so you get full Hit Dice back instead of half though. What it would do is reduce the healing potential of short rests and if they had an harrowing adventure day they may have to take an whole day to recover.
I did something like this during the Playtest, and my players loved it. I put it in every single survey, but (obviously) I was ignored.

Long Rest
Roll your Max HD, with no Con modifier. Recover HP equal to the result at the end of the Long Rest.

Generally speaking, you normally start the day at or near full health, but a particularly long and/or hazardous day can lead to starting the next day at significantly less HP.
 

I don't recall the DMG option off-hand.

But I replaced 100% overnight with 10% and PCs only recover 1/4 their HD with a long rest. So outside healing is far more important.

Working great so far.
 

I just don't feel confortable with the idea of been 100% one day after an almost deadly fight.
I'm not sure that these changes will help you.

With the default rules, everyone can be wiped out with 1hp remaining and recover to full overnight. If you remove overnight healing and require medkits and the spending of hit dice to heal, then everyone can be wiped out with 1hp and still recover to full with just a short rest (though they won't be able to repeat that trick every day).
 

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