D&D 5E Resting and Healing in D&D Next

Which is your favorite D&DN Resting/Healing option?

  • Core

    Votes: 9 17.0%
  • Core + Slower variant

    Votes: 19 35.8%
  • Experimental 1: 1-hour rests

    Votes: 2 3.8%
  • Experimantal 2: Bloodied, 5-minute rests, Refocus

    Votes: 4 7.5%
  • Other (please describe)

    Votes: 19 35.8%

Klaus

First Post
Seems like my last poll on the issue disappeared, so here it is again.

Which Resting/Healing option is you favorite so far?

- Core: Short Rest, Long Rest and Hit Dice
- Core + Slower Variant
- Experimental 1: Short rest heals level + Con mod in hit points per hour; Long rest heals that much, but also Con score hp after 8 hours.
- Experimantal 2: Bloodied value = 1/2 hp; 5 minutes of rest heals 1 + level + Con modifier hit points, up to maximum if not bloodied, or up to bloodied if below that value. Refocus Action heals 1 + Con modifier hp.
- Other: please describe.

Poll options coming up.
 

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I think the fast healing crowd should be served by something like reserve points, while everyone else should see slower healing and something more like pre-3e D&D than we've seen. I don't mind the rolling of hit dice as part of the process, but I don't particularly like any of the options they've put out thusfar.
 

I voted "Rests" (Experimental 1), but with somew tweaks:

- You have Hit Dice equal to your level +1.
- You can spend an action during combat to Refocus. You spend a Hit Die and regain that many hp.
- You can take a short, 5-minute rest to spend uses of a healer's kit. These allow you to spend a Hit Die and regain its maximum value.
- You can take a long, 1-hour rest, to regain hit points equal to 1 + level + Con modifier. This consumes a use of a healer's kit and a food parcel, but not Hit Dice. Once you take a long rest, you can't take another until you take an extended rest.
- You can take an extended, 8-hour rest once per 24 hours. If you do so, you regain all your hit pointd and Hit Dice. This consumes a use of two food parcels (one at the beginning and one at the end of the 8-hour rest) and a use of a healer's kit.
 

I want an option for gritty as hell. Something along the lines of:

1. You have a natural healing based on your current CON. Your basic healing takes 10 days divided by the healing factor (so someone very healthy and fit could heal quicker than a sickly weakling).

2. Successful use of a healing skill or healing potion right after combat would add to that healing factor.

3. Successful use of more powerful magic can't occur unless you are in a safe location, takes some time, and heals at a rate of 10 hours / healing factor.

The arbitrary 10 days and 10 hrs could be modified, since the healing basis could be modified too.

Perhaps the healing basis is your CON bonus/penalty? So a PC with an 18 CON could heal in 2.5 naturally and 2.5 hrs with a cure wounds spell? Maybe the minor, light, moderate, serious, critical could change the healing rates.

Another option would need to be combined with the idea of wound levels (occurring at various multiples of hit points - I've described this in some detail in the thread on Armor vs. DR) where a cure moderate potion/spell heals a moderate wound (which occurs at 2 x your base hit points)...

In any case - I think there needs to be some options for those who want to run a low-magic campaign.
 


I am not a fan of the Hit Dice mechanic. I can live with short rests -based healing, but I was totally fine when such concept wasn't in the game at all.

I am ok with "full healing" during a night's rest, because typically in my adventures there are often gaps of 1-2 days of travel, investigation or other non-combat activities, and anyway a Cleric in the party can usually more-or-less fully heal everyone if they decide to take a day off and use all spell slots for healing.

Therefore my favourite setup would be this, very simple: on a full night rest, you recover all your lost HP. There is no other healing mechanic available, except with magic or special equipment.
 
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Short rests heal you up to bloodied.

Long rests heal you up to full.

"Short" rests might be 5 minutes, or one night, or one week.

"Long" rests might be one night, or one week, or one month.

I don't personally want fiddly bits in my healing, but I also prefer HP to represent more persistent damage than it would if you could heal it all with a night's sleep. Simple healing rules, with scaling rests, seems like the best idea to me.

Fortunately, it's easy!
 


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