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Slow Natural Healing in actual play
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<blockquote data-quote="pming" data-source="post: 7323718" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>Us too. I think it took all of 15 minutes of play, when it was 'night' for the PC's and we looked up healing. This was session *1*. We immediately didn't like it. </p><p></p><p>"<em>Ok, you stagger back to the inn, with all of you in single digit hps after defeating that hoard of demons. You eat, even with dislocated jaws, missing teeth, and fractured bones. You get drunk to ease the pain. About 8 hours later, the sun is up. You swing your feet over the side of the bed and stretch. Ahhhh...a fresh new day! Lets get cracking! You all say. ...everyone is fully healed...</em>" O_O</p><p></p><p>After session 1, which we kept the insta-heal to REALLY give it a fair shake, I implemented my own healing method.</p><p></p><p><strong>Assumption 1</strong>: The PC's have the means to bandage, splint, sew, etc wounds in relative safety.</p><p></p><p><strong>Assumption 2</strong>: The PC's are in an area that they have 'set up camp', so to speak. The more safe, clean, and comfortable, the better (e.g., a small cave off in the corner is 'bare minimum'; a Fancy Room at a top-tier inn would be 'perfect').</p><p></p><p>The following healing capabilities should be adjusted up or down (I use a 'minimum hp on a die' thing). Each PC will heal, naturally (with A1 and A2, above) one-half, rounding up, their TOTAL HD. A PC can also use his 'normal' HD as usual. </p><p></p><p>Now, as I said, the adjustments I make are 'minimum hp' ones. So, if you are in a dungeon, with dirty bandages, limited food/water, etc...if you roll a 1, roll it again and use that. If you are in a farmers barn and he brings you some old linens to use as bandages...reroll 1's and 2's. If you have access to the barn, bandages, hot food, and extra blankets/pillows...reroll 1's, 2's and 3's. Etc. It is fairly "case by case", so that allows for unusual items and such to be taken into account.</p><p></p><p>NOTE: This "minimum hp" thing is ONLY for the 'free' HD's.</p><p></p><p>So far this has worked very well. Usually the PC's are rerolling 1 to 3's. So healing can still be a bit fast, but my games are not based on any sort of "X encounters per day" BS. The PC's can be constantly harangued if they make bad decisions and/or get unlucky on the Random Encounter Rolls (...yes...I use them...all the time). I guess I'd be called a "killer DM", to some degree. And I'm not sorry at all. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Luckily, neither are my players. They all seem to really enjoy the brutality of the adventuring life.</p><p></p><p>As a side note...the reason for the "POOF you're healed!" rules are, IMNSHO, a designation that the game's focused play style is "Adventure Path Oriented". So the PC's go into a ruined keep, get to the top, beat the bad wizard there, then simply "Return home and rest". POOF! Everyone is healed by morning because Chapter 2 starts at noon where the wizards apprentice and a small army of orcs come looking for revenge! The battle rages on, the PC's get the tar beat out of them but are victorious. They head back to the inn. Everyone is healed by morning because Chapter 3 starts with a scout arriving and telling the PC's that it was all a ruse! The wizard they killed in the keep was an illusion! etc...etc...etc. </p><p></p><p>Basically, the 5e game assumes (IMO) that the PC's "Grow, advance, and improve via a series of connected story events". Back when I started (a couple years before you, OP), this wasn't really the case. There was no 'set way to play', really, but from what I read and the folks I talked to at the game store (no internet in those days, remember?) a "campaign" was a series of events...the story was made from those, not the other way around...and between those events there was more or less "recorded time". A day by day accounting of any activity. It was rare, IME, for a DM to just say "OK, you rest for a week or two, then this happens...!" In those days (I'm talking 1e AD&D), the DM was encouraged to keep very strict time of the campaign. He was also encouraged to use those nice little tables about "Diseases" in the beginning of the DMG. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>With 5e...it's more "clean, heroic, made-for-TV mini-series" type of adventures/stories. Not to say you can't play 5e in a gritty, deadly, serious manner...we've done it...but the 'base core rules' are not geared towards having PC's get diseases, loose limbs, go insane, and die without the possibility of being returned from the dead. Hardcore, 1-life, you die, you make a new PC.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7323718, member: 45197"] Hiya! Us too. I think it took all of 15 minutes of play, when it was 'night' for the PC's and we looked up healing. This was session *1*. We immediately didn't like it. "[I]Ok, you stagger back to the inn, with all of you in single digit hps after defeating that hoard of demons. You eat, even with dislocated jaws, missing teeth, and fractured bones. You get drunk to ease the pain. About 8 hours later, the sun is up. You swing your feet over the side of the bed and stretch. Ahhhh...a fresh new day! Lets get cracking! You all say. ...everyone is fully healed...[/I]" O_O After session 1, which we kept the insta-heal to REALLY give it a fair shake, I implemented my own healing method. [B]Assumption 1[/B]: The PC's have the means to bandage, splint, sew, etc wounds in relative safety. [B]Assumption 2[/B]: The PC's are in an area that they have 'set up camp', so to speak. The more safe, clean, and comfortable, the better (e.g., a small cave off in the corner is 'bare minimum'; a Fancy Room at a top-tier inn would be 'perfect'). The following healing capabilities should be adjusted up or down (I use a 'minimum hp on a die' thing). Each PC will heal, naturally (with A1 and A2, above) one-half, rounding up, their TOTAL HD. A PC can also use his 'normal' HD as usual. Now, as I said, the adjustments I make are 'minimum hp' ones. So, if you are in a dungeon, with dirty bandages, limited food/water, etc...if you roll a 1, roll it again and use that. If you are in a farmers barn and he brings you some old linens to use as bandages...reroll 1's and 2's. If you have access to the barn, bandages, hot food, and extra blankets/pillows...reroll 1's, 2's and 3's. Etc. It is fairly "case by case", so that allows for unusual items and such to be taken into account. NOTE: This "minimum hp" thing is ONLY for the 'free' HD's. So far this has worked very well. Usually the PC's are rerolling 1 to 3's. So healing can still be a bit fast, but my games are not based on any sort of "X encounters per day" BS. The PC's can be constantly harangued if they make bad decisions and/or get unlucky on the Random Encounter Rolls (...yes...I use them...all the time). I guess I'd be called a "killer DM", to some degree. And I'm not sorry at all. :) Luckily, neither are my players. They all seem to really enjoy the brutality of the adventuring life. As a side note...the reason for the "POOF you're healed!" rules are, IMNSHO, a designation that the game's focused play style is "Adventure Path Oriented". So the PC's go into a ruined keep, get to the top, beat the bad wizard there, then simply "Return home and rest". POOF! Everyone is healed by morning because Chapter 2 starts at noon where the wizards apprentice and a small army of orcs come looking for revenge! The battle rages on, the PC's get the tar beat out of them but are victorious. They head back to the inn. Everyone is healed by morning because Chapter 3 starts with a scout arriving and telling the PC's that it was all a ruse! The wizard they killed in the keep was an illusion! etc...etc...etc. Basically, the 5e game assumes (IMO) that the PC's "Grow, advance, and improve via a series of connected story events". Back when I started (a couple years before you, OP), this wasn't really the case. There was no 'set way to play', really, but from what I read and the folks I talked to at the game store (no internet in those days, remember?) a "campaign" was a series of events...the story was made from those, not the other way around...and between those events there was more or less "recorded time". A day by day accounting of any activity. It was rare, IME, for a DM to just say "OK, you rest for a week or two, then this happens...!" In those days (I'm talking 1e AD&D), the DM was encouraged to keep very strict time of the campaign. He was also encouraged to use those nice little tables about "Diseases" in the beginning of the DMG. ;) With 5e...it's more "clean, heroic, made-for-TV mini-series" type of adventures/stories. Not to say you can't play 5e in a gritty, deadly, serious manner...we've done it...but the 'base core rules' are not geared towards having PC's get diseases, loose limbs, go insane, and die without the possibility of being returned from the dead. Hardcore, 1-life, you die, you make a new PC. ^_^ Paul L. Ming [/QUOTE]
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