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Slow Natural Healing in actual play
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<blockquote data-quote="iserith" data-source="post: 7324714" data-attributes="member: 97077"><p>It's more like managing hit <em>dice</em> over the course of the adventure now in my experience. This is why I show the hit point and hit dice bars on the PC tokens in my Roll20 games. The hit dice bar tells everyone whether they can press on or not, more so than hit points.</p><p></p><p></p><p></p><p>What I see is that players <em>like</em> combat challenges, especially if overcoming said challenges is tied to character advancement via XP. So in my opinion it's a little weird to expect them to want to do less of the things they like and that also allow them to gain levels. You'd have to make not engaging in combat at least as fun as fighting and tie character advancement to some other metric. Just changing how the hit points and healing work just means they can't do what they like as often or advance as quickly. To me, this means the overarching goal of having fun is potentially impacted.</p><p></p><p></p><p></p><p>Dungeons seem to be lacking nowadays, at least in games that I play. I suspect that's because it's easier to come up with a three-act plot-based adventure in a city, prep-wise, than it is to come up with a complete, dynamic adventure location. The game really does work better in dungeons with a time constraint in my view in as much as resource management is concerned.</p></blockquote><p></p>
[QUOTE="iserith, post: 7324714, member: 97077"] It's more like managing hit [I]dice[/I] over the course of the adventure now in my experience. This is why I show the hit point and hit dice bars on the PC tokens in my Roll20 games. The hit dice bar tells everyone whether they can press on or not, more so than hit points. What I see is that players [I]like[/I] combat challenges, especially if overcoming said challenges is tied to character advancement via XP. So in my opinion it's a little weird to expect them to want to do less of the things they like and that also allow them to gain levels. You'd have to make not engaging in combat at least as fun as fighting and tie character advancement to some other metric. Just changing how the hit points and healing work just means they can't do what they like as often or advance as quickly. To me, this means the overarching goal of having fun is potentially impacted. Dungeons seem to be lacking nowadays, at least in games that I play. I suspect that's because it's easier to come up with a three-act plot-based adventure in a city, prep-wise, than it is to come up with a complete, dynamic adventure location. The game really does work better in dungeons with a time constraint in my view in as much as resource management is concerned. [/QUOTE]
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