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Slow Natural Healing in actual play
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<blockquote data-quote="CTurbo" data-source="post: 7323890" data-attributes="member: 6855234"><p>I played around with slow healing in a one shot level 0 game with no magic and it was a lot of fun. The players all enjoyed it although it does slow things down a lot. I lowered the stats to something like 12, 12, 10, 10, 8, 8 or something similar. Str/Dex added to hit but not to damage. I only gave a +1 proficiency bonus if it made sense with their background. The Farmer(Rogue) used a Sickle, Laborer(Barbarian) used a wood cutting ax etc...</p><p></p><p>Anyway, in their first encounter, a single Gnoll taken straight out of the MM (except with no weapons and no Str to damage) was a very tough match for 3 players and 1 npc. The Laborer got bit on the shoulder and it nearly killed him. He lost about half his hp on the initial bite and I ruled that he would lose 1 hp every round from blood loss until his wound was dealt with (which was pretty much an auto success to stabilize). The npc actually bled out and died during the fight despite only getting bit once early on. The Laborer regained 1 hp a day until he was back at full hp, but he had to wear his arm in a sling for an undetermined amount of time (to be decided by me). While in a sling, anything he tried to do what that arm was at disadvantage AND with a -2 Str penalty. The Ranger in the party injured his leg and suffered -10 to his speed for a while. </p><p></p><p>In summation, I didn't use a lot of concrete rules here and kinda made stuff up as I went along at times, but the characters never complained and appreciated the more realistic feel of getting hurt. It made them less likely to fight often going out of their way to avoid combat since the risk of getting injured was brutal. They actually surrendered a time or two without even trying to fight.</p></blockquote><p></p>
[QUOTE="CTurbo, post: 7323890, member: 6855234"] I played around with slow healing in a one shot level 0 game with no magic and it was a lot of fun. The players all enjoyed it although it does slow things down a lot. I lowered the stats to something like 12, 12, 10, 10, 8, 8 or something similar. Str/Dex added to hit but not to damage. I only gave a +1 proficiency bonus if it made sense with their background. The Farmer(Rogue) used a Sickle, Laborer(Barbarian) used a wood cutting ax etc... Anyway, in their first encounter, a single Gnoll taken straight out of the MM (except with no weapons and no Str to damage) was a very tough match for 3 players and 1 npc. The Laborer got bit on the shoulder and it nearly killed him. He lost about half his hp on the initial bite and I ruled that he would lose 1 hp every round from blood loss until his wound was dealt with (which was pretty much an auto success to stabilize). The npc actually bled out and died during the fight despite only getting bit once early on. The Laborer regained 1 hp a day until he was back at full hp, but he had to wear his arm in a sling for an undetermined amount of time (to be decided by me). While in a sling, anything he tried to do what that arm was at disadvantage AND with a -2 Str penalty. The Ranger in the party injured his leg and suffered -10 to his speed for a while. In summation, I didn't use a lot of concrete rules here and kinda made stuff up as I went along at times, but the characters never complained and appreciated the more realistic feel of getting hurt. It made them less likely to fight often going out of their way to avoid combat since the risk of getting injured was brutal. They actually surrendered a time or two without even trying to fight. [/QUOTE]
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