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Slow Healing Tweak
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<blockquote data-quote="Stalker0" data-source="post: 8322226" data-attributes="member: 5889"><p>So let’s summarize this to the actual changes (I think your op is a bit wordy for a lot of people)</p><ul> <li data-xf-list-type="ul">Short rest is capped at half your max hitdice spent</li> <li data-xf-list-type="ul">Long rest does not recover hit points automatically, you must spend hit dice. Recover only half hit dice</li> </ul><p>The short rest change doesn’t do too much. I rarely need more than half my hit dice on a single rest, and when I do, there is the option of short resting for two hours….which if you can do 1 hour you often can do two.</p><p></p><p>The long rest one…this depends on the timing. Does the character heal first or regain hit dice first (or can choose the order?).</p><p></p><p>if it’s the former, that means you will have scenarios where a player is out of hit dice from short rests…and will not be able to heal at all from the long rest. This means they will need to tack on 1 more hour for a short rest to use those hitdice for healing.</p><p></p><p>ultimately like most healing variants it depends on your campaign. This model doesn’t change healing that much, just requires an extra hour here or tbere. But it does change the amount of “gas” players have…as a strong adventuring day may leave them with little healing the next day and force extended rests. That’s a perfectly fine model.</p><p></p><p>minor nitpick add a “minimum 1 hit die” to your short rest, unless you intended that 1st level characters can’t heal on a short rest (which does have interesting implications)</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8322226, member: 5889"] So let’s summarize this to the actual changes (I think your op is a bit wordy for a lot of people) [LIST] [*]Short rest is capped at half your max hitdice spent [*]Long rest does not recover hit points automatically, you must spend hit dice. Recover only half hit dice [/LIST] The short rest change doesn’t do too much. I rarely need more than half my hit dice on a single rest, and when I do, there is the option of short resting for two hours….which if you can do 1 hour you often can do two. The long rest one…this depends on the timing. Does the character heal first or regain hit dice first (or can choose the order?). if it’s the former, that means you will have scenarios where a player is out of hit dice from short rests…and will not be able to heal at all from the long rest. This means they will need to tack on 1 more hour for a short rest to use those hitdice for healing. ultimately like most healing variants it depends on your campaign. This model doesn’t change healing that much, just requires an extra hour here or tbere. But it does change the amount of “gas” players have…as a strong adventuring day may leave them with little healing the next day and force extended rests. That’s a perfectly fine model. minor nitpick add a “minimum 1 hit die” to your short rest, unless you intended that 1st level characters can’t heal on a short rest (which does have interesting implications) [/QUOTE]
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