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General Tabletop Discussion
*Dungeons & Dragons
Slow Natural Healing in actual play
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<blockquote data-quote="iserith" data-source="post: 7324756" data-attributes="member: 97077"><p>What's tied to them is not being able to progress as far if you're out of them, mandating careful management. It's harder to earn XP without dying if you have no healing reserves. There are ways around that, of course, but increasing say the number of spell slots spent on restoring HP means less damage and utility spells in play which potentially increases challenge difficulty. It's a careful balance in my view. Throw a time constraint in there and now you've really got to make some solid decisions.</p><p></p><p></p><p></p><p>Building on your idea that it's not so simple, perhaps it's not just hp/healing that is the root cause for your players' choices. Or any players' choices. A group of players that prefers combat over social interaction might always choose to fight than talk, especially if the way the DM handles social interaction challenges isn't entertaining or challenging. Or perhaps the DM doesn't award XP for overcoming social interaction challenges. Or maybe it wasn't obvious that there was a non-combat solution due to the way the DM presents the scene. It might be all of these things or something else entirely. </p><p></p><p>In your specific example, it might even be the encounter design: If the difficulty, both perceived and actual, was high enough, even players that love combat could reasonably be given pause. If they could just roll over the grung as it seems they did, and that was an undesirable outcome by some measure, then rather than change hp/healing, the DM can just scale up the difficulty of the challenge and the way the difficulty is described.</p><p></p><p>In short, I just think there are a ton more effective ways to get the desired result than changing hp/healing.</p></blockquote><p></p>
[QUOTE="iserith, post: 7324756, member: 97077"] What's tied to them is not being able to progress as far if you're out of them, mandating careful management. It's harder to earn XP without dying if you have no healing reserves. There are ways around that, of course, but increasing say the number of spell slots spent on restoring HP means less damage and utility spells in play which potentially increases challenge difficulty. It's a careful balance in my view. Throw a time constraint in there and now you've really got to make some solid decisions. Building on your idea that it's not so simple, perhaps it's not just hp/healing that is the root cause for your players' choices. Or any players' choices. A group of players that prefers combat over social interaction might always choose to fight than talk, especially if the way the DM handles social interaction challenges isn't entertaining or challenging. Or perhaps the DM doesn't award XP for overcoming social interaction challenges. Or maybe it wasn't obvious that there was a non-combat solution due to the way the DM presents the scene. It might be all of these things or something else entirely. In your specific example, it might even be the encounter design: If the difficulty, both perceived and actual, was high enough, even players that love combat could reasonably be given pause. If they could just roll over the grung as it seems they did, and that was an undesirable outcome by some measure, then rather than change hp/healing, the DM can just scale up the difficulty of the challenge and the way the difficulty is described. In short, I just think there are a ton more effective ways to get the desired result than changing hp/healing. [/QUOTE]
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