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Slow Natural Healing in actual play
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<blockquote data-quote="Taralan" data-source="post: 7324732" data-attributes="member: 17504"><p>I agree that is a good way to emphasis the importance of Hit dice. The game itself however does not really tie anything to them, including long term injuries which are tied to hp still. </p><p></p><p></p><p></p><p>I do not think it’s that simple. I will give you an example. We are currently playing Tomb of Annihilation and I must say that WoTC has made a great job creating encounters with a lot of great possibilities for interactions and rewards outside of straight combat. However, recently faced with the grung village, where there is all sorts of nice conspirations between factions and a fun ritual and other shenanigans, my players again feeling strong and since attrition is not a problem given 5e rules and the possibility at most of a few encounters a day exploring the jungle simply charged in and destroyed the village, missing all of these great opportunities for exploration and role playing.</p><p></p><p>I can guarantee that this would never have happened in 1e or 2e since the player would never have risked charging head on and would have explored, interacted etc. </p><p></p><p>So I believe it had nothing do with encounter designs since the problem happens even in encounter designed to encourage a different approach and is due 100% to the rules, notably the healing and long/short rest paradigm in 5e. Unfortunately this is so baked into the system, the solution is not obvious.</p></blockquote><p></p>
[QUOTE="Taralan, post: 7324732, member: 17504"] I agree that is a good way to emphasis the importance of Hit dice. The game itself however does not really tie anything to them, including long term injuries which are tied to hp still. I do not think it’s that simple. I will give you an example. We are currently playing Tomb of Annihilation and I must say that WoTC has made a great job creating encounters with a lot of great possibilities for interactions and rewards outside of straight combat. However, recently faced with the grung village, where there is all sorts of nice conspirations between factions and a fun ritual and other shenanigans, my players again feeling strong and since attrition is not a problem given 5e rules and the possibility at most of a few encounters a day exploring the jungle simply charged in and destroyed the village, missing all of these great opportunities for exploration and role playing. I can guarantee that this would never have happened in 1e or 2e since the player would never have risked charging head on and would have explored, interacted etc. So I believe it had nothing do with encounter designs since the problem happens even in encounter designed to encourage a different approach and is due 100% to the rules, notably the healing and long/short rest paradigm in 5e. Unfortunately this is so baked into the system, the solution is not obvious. [/QUOTE]
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