D&D 5E (2014) Rests & Healing Homebrew/House Rules Suggestions/Feedback [+]

3) The value of a preserved HD in protecting the party during an ambush outweighs the gained HP + SR resources from a Short Rest. (I don't know all your house rules around spending HD on offense/defense, but it seems possible this could be true. In standard 5e, it wouldn't be.)
This is exactly the kind of choice I want players to have to make.

The other thing I should probably mention is that as currently written the cure spells in this rule set allow the recipient to choose to spend a Hit Die modified by the caster’s ability score mod (not Con) to regain even more hit points.
 

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This is exactly the kind of choice I want players to have to make.

The other thing I should probably mention is that as currently written the cure spells in this rule set allow the recipient to choose to spend a Hit Die modified by the caster’s ability score mod (not Con) to regain even more hit points.
If a preserved HD has meaningful strategic consequence (a HD can be spent for a boost to an offensive or defensive effort), than yes, I would say your house rule does what it's supposed to do. As a player, I would generally choose to only spend a portion of my Hit Die (maybe 30-40%) to get from 50% HP to hopefully 80% or so.
 

I stick to RAW for rests and healing as it is easier to find support for that in Foundry VTT, but I have favorably considered a lot of what you present here. All I would say would be to think about and make clear how you want magic item identification and attunement to work with respect to your new short rest duration.
 

I made this a "[+]" thread because I am not interested in people arguing with me about doing something like this at all, but am more interested in the opinions of folks who can accept the premise for the changes and point out stuff I hadn't considered or suggest beneficial changes.

Well I am not sure but perhaps one thing to consider is that you could just have said "you regain up to half your HP and all your HD on a long rest" and you would achieve almost the same except for some minutia, but be more clear.

Also, I don't really get all arguments between proponents of 10 minutes instead of 20 instead of 60. It doesn't matter, at the end it will just be the DM deciding whether something interrupts your rest or not. I would simply say "a short rest lasts as long as it's needed", and rather check for suitable circumstances to regain abilities (such as being comfortable enough).
 




That's fine but how does the exact duration of a rest matter?
Checks for encounters usually happen in various 10 minute intervals. Plus time matters in general in my experience. My players frequently discuss time and the risks involved in how it is spent or not. 🤷🏽‍♂️
 

Checks for encounters usually happen in various 10 minute intervals. Plus time matters in general in my experience. My players frequently discuss time and the risks involved in how it is spent or not. 🤷🏽‍♂️

Nothing wrong with any of these, but I was only pointing out that I don't see why so many DMs seem to be fixated on a particular standard.
 

Nothing wrong with any of these, but I was only pointing out that I don't see why so many DMs seem to be fixated on a particular standard.
10 minute “dungeon turns” were a thing in early DnD, and no one’s come up with an objectively better interval.

Sure, 1-hour exploration turns would make just as much sense, but isn’t really an improvement.

So 10 min intervals is a thing.
 

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