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General Tabletop Discussion
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Slow Natural Healing in actual play
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<blockquote data-quote="5ekyu" data-source="post: 7323605" data-attributes="member: 6919838"><p>My view on the general subject of the changing rest times is that:</p><p></p><p>When i have seen more "gritty healing" represented by "slower" it slowed the game down and significantly raised the currency of fast healing. Any clerics feeling pressured in 5e standard to spend "too many" slots on cures will see it even stronger in slower rests. </p><p></p><p> If your goal is to serious cut back on the party willingness to get near risk and to spend more "table time" away from danger this can serve as an incentive that can lead to fun sessions of "while we spend a week in town recovering from wounds and see other things going on we avoid".</p><p></p><p>Maybe its the advanced age and health of me and my players but the idea of spending session(s) of face-to-face playtime with our players recovering in serious health risks feels way too much like real life.</p><p></p><p>I find right now for me that i find the use of multiple rest mechanics so fundamentally dug into so much of the system *AND* having the actual availability of those short and long rests being so very situational and varied between day to day, campaign to campaign is a design FLAW as far as balance is concerned as it really tends to shackle a lot more balance risk to GMs that dont follow the "standard encounter day" model. </p><p></p><p>I think had it been all based around short rests it would have been more manageable and more flexible.</p><p></p><p>That leads me to look at exaggerating the short v long spread to a week to be magnifying what i already see as a FLAW.</p><p></p><p>Gritty should imo be sought thru other means - injuries or wound effects and the like that add flavor not additional downtime.</p><p></p><p>Sent from my [device_name] using <a href="http://EN World mobile app" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7323605, member: 6919838"] My view on the general subject of the changing rest times is that: When i have seen more "gritty healing" represented by "slower" it slowed the game down and significantly raised the currency of fast healing. Any clerics feeling pressured in 5e standard to spend "too many" slots on cures will see it even stronger in slower rests. If your goal is to serious cut back on the party willingness to get near risk and to spend more "table time" away from danger this can serve as an incentive that can lead to fun sessions of "while we spend a week in town recovering from wounds and see other things going on we avoid". Maybe its the advanced age and health of me and my players but the idea of spending session(s) of face-to-face playtime with our players recovering in serious health risks feels way too much like real life. I find right now for me that i find the use of multiple rest mechanics so fundamentally dug into so much of the system *AND* having the actual availability of those short and long rests being so very situational and varied between day to day, campaign to campaign is a design FLAW as far as balance is concerned as it really tends to shackle a lot more balance risk to GMs that dont follow the "standard encounter day" model. I think had it been all based around short rests it would have been more manageable and more flexible. That leads me to look at exaggerating the short v long spread to a week to be magnifying what i already see as a FLAW. Gritty should imo be sought thru other means - injuries or wound effects and the like that add flavor not additional downtime. Sent from my [device_name] using [url]EN World mobile app[/url] [/QUOTE]
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