Raven Crowking
First Post
So, have you made any changes to slow down natural healing in 3e? If not, why?
-O
RCFG will be my "big" attempt to deal with all of the problems in WotC-D&D, while dropping none of the improvements. (IMHO, of course; the farther you are from my game of choice, the less RCFG will be to your liking!) So, you will have the opportunity to see exactly how slow I think natural healing should be.

Well, on some level yes, on some level not. I think it should be possible to make a sandbox work with 6 hour rest periods just as well as 24 hour rest periods or 48 hour rest periods.
But I also believe that one of the biggest time factors should be travel times, not bed rest.
Sure, but as your cheese-o-meter might ding with instant teleports everywhere, mine dings with instant healing everywhere.
I don't see how it is relevant that theoretically the Fighter might never get healed in 24 (or 6) hours if on his own, when practically he is never on his own and will be healed by the party's Cleric or other magical healing in short time. What's stopping the sandbox player from using a Wand of Cure Light Wounds or the parties Cleric to get him his hit points back?
I have no problem with magic being able to achieve things that cannot be done without magic. From comments I am reading, I am not alone in this.
I ask this specifically because I know that a lot of the design decisions made to 4E are based on how the game is actually played and avoiding the rules first pretending something different and then still providing all the tools to play that way.
I missed how the game was "actually played" using mundane healing that took characters to full health overnight.

(But I am sure that some DMs handwaved travel time, so this "reasoning" should have made teleporting fighters the norm, right?)
RC