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

Thanks for the feedback @rmcoen.

1. I think Exhaustion is onerous enough as it is (though I have adopted DnD2024's simplified Exhaustion rules.
2. I don't think the spellcaster/martial split is an issue in my games. Martials may lose more HPs generally, but they also get more back from spending their larger Hit Dice and tend to be the targets of the cleric's healing spells.
3. In some ways my rules for hitting 0 HPs are more generous than RAW, but since there is a chance to remain conscious and do some limited stuff with a penalty (maybe these are the next rules I will share), it also means you can still be a target for violence and have a good chance of ending up dead.
4. If someone really wants to use up all their resources during downtime in town to heal someone up, they are free to do it. There is always a chance things can go bad in town (even if small) and outside of town, I sincerely doubt they'd do that because of the danger it poses. But again, they are free to do so.
5. We use a simplified slot-based encumbrance system (and yes, we track ammo).

Still, this is all good stuff to consider and look out for as we try these rules. So thanks, again!
 

log in or register to remove this ad

We also use the OneDD Exhaustion -> 10 levels, each is a simple -1 to all attacks, checks, and spell DCs.

At any given time, there are probably 3 levels of Exhaustion in the party (scattered around, or stacked on someone who got mugged in a recent fight). To be fair, though, the party really likes Forced Marching (I guess I've done a good job of making Time a valuable resource!), and does accumulate Exhaustion that way kinda frequently. (Also, bad weather and unsafe circumstances sometimes interfere with Long Rests. Which in turn can prevent Exhaustion recovery, or even add to Exhaustion!)

Only the rogue/druid tracks her encumbrance, really, making sure she doesn't abuse the STR 8 dump stat. Everyone else has 10 or more, and only one wears armor heavier than brigandine (basically "+1 studded leather", nonmagical), so encumberance only comes into play when they found - for example - 400' feet each of gold, silver, and copper cable; or a warehouse of metal bars of all kinds in an ancient facility under a waterfall where the loot had to be swum out with...
 

the party really likes Forced Marching (I guess I've done a good job of making Time a valuable resource!),

HA! This makes me think of a time when the PCs came across a group of trolls in the wilderness while they were doing a multiple day overland journey, but were able to spot and spy on them before being noticed, but they have been marching nearly all day and had to decide if marching for another hour and then camping was far enough away from the trolls they were not prepared to fight, or doing a forced march beyond that to really put distance between them and the trolls. They chose the latter, though one player proposed "ambushing the trolls first!" but was quickly over ruled.
 

Haven't tested them in actual play yet but one thing I was toying around with was tying LR to Lifestyle expenses. So a LR is still the normal 8hrs but where you rest matters, and the higher end options aren't available everywhere.

Aristocratic (Only available in select big cities, also things like the summer homes for royalty)
  • In addition to the standard LR recovery gain temp HP equal to level + con mod and gain a heroic inspiration
Wealthy (Available in most big cities, also things like the country home for nobles)
  • In addition to the standard LR gain temp HP equal to half your level + con mod
Comfortable (Available in most towns and the occasional high end roadside tavern if it's a road that is frequented by the wealthy)
  • Normal LR
Modest (Your typical inn or the house of the rich guy in a poorer village)
  • HP and HD recover as normal but LR resources including spell slots only recover up to half their maximum level
Poor (Your typical wilderness camping with tents and the like or like rundown inns/typical village home)
  • Provides SR benefits + recover normal amount of HD. The HD you recover can be spent immediatly.
Squalid (If you don't have the typical gear like tents, bedrolls, sleeping in an alleyway or similar)
  • Provides only the standard SR benefits

This not only limits the resource recovery during typical adventuring but it also gives players an outlet to spend money while also giving NPCs something the players will value. For example suppose the PCs arrive at a typical village which only offers Modest accommodations, but there's also a nobleman's house which could provide Comfortable, but this nobleman isn't just renting out his house you'll have to get him to like you perhaps by impersonating being noble yourself, or by having the Bard perform well, etc... Also can help make exploring more wondoruous, so for example at the end of a day of travel the PCs come across a long lost/forgotten shrine where they make camp for the LR, if they can figure out and make a proper offering they'll get a higher quality rest.
 

Recent & Upcoming Releases

Remove ads

Top