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General Tabletop Discussion
*Dungeons & Dragons
Slow Natural Healing in actual play
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<blockquote data-quote="5ekyu" data-source="post: 7323752" data-attributes="member: 6919838"><p>Well maybe its this or other things...</p><p></p><p>"Grittier would mean working harder to avoid damage when possible (emphasizes planning as much as fighting),"</p><p></p><p>From my gaming experience the single solitary no holds barred no option even close bestest firstest with the mostest way to plan a way to avoid damage is to avoid combat.</p><p></p><p>Find a sneak, a talk, a bargain a con and blammo... No weeks of downtime waiting for critical wounds broken bones to set. No permanent limps. (Or other sorts of gritty recovery in lower magic setting.)</p><p></p><p>But that aside, in my experience withheld healing of ONE TYPE rarely produces the results in FTF rpgs that you seem to be seeking. It just up-values the alternative builds. </p><p></p><p>In the video game example if there was a second or third option to get you back on your feet quickly, likely slower more difficult approaches would not be so "rewarding." </p><p></p><p>If you want to drive the players to the choices you think are going to be more fun and "raise the tension" of combat, to succeed you need the combat to be more tense, not change a rule that is an "after the combat is over, some time later" thing.</p><p></p><p>For my players, i find the tension and enjoyment does not come from "can we heal in a day oy two vs a week" but the consequences and outcomes themselves.</p><p></p><p></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: 7323752, member: 6919838"] Well maybe its this or other things... "Grittier would mean working harder to avoid damage when possible (emphasizes planning as much as fighting)," From my gaming experience the single solitary no holds barred no option even close bestest firstest with the mostest way to plan a way to avoid damage is to avoid combat. Find a sneak, a talk, a bargain a con and blammo... No weeks of downtime waiting for critical wounds broken bones to set. No permanent limps. (Or other sorts of gritty recovery in lower magic setting.) But that aside, in my experience withheld healing of ONE TYPE rarely produces the results in FTF rpgs that you seem to be seeking. It just up-values the alternative builds. In the video game example if there was a second or third option to get you back on your feet quickly, likely slower more difficult approaches would not be so "rewarding." If you want to drive the players to the choices you think are going to be more fun and "raise the tension" of combat, to succeed you need the combat to be more tense, not change a rule that is an "after the combat is over, some time later" thing. For my players, i find the tension and enjoyment does not come from "can we heal in a day oy two vs a week" but the consequences and outcomes themselves. Sent from my [device_name] using [url]EN World mobile app[/url] [/QUOTE]
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