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*Dungeons & Dragons
Slow Natural Healing in actual play
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<blockquote data-quote="Taralan" data-source="post: 7325035" data-attributes="member: 17504"><p>I agree that all of these elements can contribute to the issue . However I happen to be DMing the same group of players for 35 years so can somewhat “control” for some of these variables and in that case confirm that system does matter. The same players faced with easier healing will tend to be less creative and reduce their interaction and exploration and use straightforward combat more often. While combat is certainly an interesting part of the game, variations in approach is certainly better and it seems, at least for my player, to be reduced by the easier healing mechanics of newer editions. But again this is so ingrained in the system the solution is not obvious.</p><p></p><p>I have experimented with some of the suggestions above, I.e. tying the rests with milestone and it does work mechanically but seems a little contrived in play, especially if for story reasons a week goes by and the pc do not heal at all nor regain their spells because no xp milestones have elapsed. To those who have suggested this approach how do you deal with this ? </p><p></p><p></p><p></p><p>This seems rather dismissive of the problem. Just because you have not encountered it does not mean it does not exists and suggesting that people who do are just old grognard yelling to kids to “get off their lawn” is unhelpful.</p><p></p><p>As mentioned above I happen to be an a position to directly compare the effect of this on the game on the same players and have noticed a definitive shift in the game because of this. You can also experience it by switching to somewhat harsher systems such as Savage worlds which has slower natural healing and low and behold you will see your players suddenly coming up with all sorts of creative way to avoid direct confrontation because of the harsher consequences, especially for smaller, less critical encounters.</p><p></p><p>I agree with you that with a structure of 6-8 encounters per day , the healing rules work pretty well, but that structure is difficult to always respect in practice, unless all you do is dungeons. Also it’s very difficult to make smaller, less dangerous encounters matter because all of the ressource attrition is mostly gone, hp, fighter maneuvers, even spells via arcane recovery etc being regained quite quickly by a short rest immediately after, which again encourages just dismissing with said encounter by a quick combat rather than engaging with the story, unless of course you make all of these incidental encounters deadly but this has its own problems ...</p></blockquote><p></p>
[QUOTE="Taralan, post: 7325035, member: 17504"] I agree that all of these elements can contribute to the issue . However I happen to be DMing the same group of players for 35 years so can somewhat “control” for some of these variables and in that case confirm that system does matter. The same players faced with easier healing will tend to be less creative and reduce their interaction and exploration and use straightforward combat more often. While combat is certainly an interesting part of the game, variations in approach is certainly better and it seems, at least for my player, to be reduced by the easier healing mechanics of newer editions. But again this is so ingrained in the system the solution is not obvious. I have experimented with some of the suggestions above, I.e. tying the rests with milestone and it does work mechanically but seems a little contrived in play, especially if for story reasons a week goes by and the pc do not heal at all nor regain their spells because no xp milestones have elapsed. To those who have suggested this approach how do you deal with this ? This seems rather dismissive of the problem. Just because you have not encountered it does not mean it does not exists and suggesting that people who do are just old grognard yelling to kids to “get off their lawn” is unhelpful. As mentioned above I happen to be an a position to directly compare the effect of this on the game on the same players and have noticed a definitive shift in the game because of this. You can also experience it by switching to somewhat harsher systems such as Savage worlds which has slower natural healing and low and behold you will see your players suddenly coming up with all sorts of creative way to avoid direct confrontation because of the harsher consequences, especially for smaller, less critical encounters. I agree with you that with a structure of 6-8 encounters per day , the healing rules work pretty well, but that structure is difficult to always respect in practice, unless all you do is dungeons. Also it’s very difficult to make smaller, less dangerous encounters matter because all of the ressource attrition is mostly gone, hp, fighter maneuvers, even spells via arcane recovery etc being regained quite quickly by a short rest immediately after, which again encourages just dismissing with said encounter by a quick combat rather than engaging with the story, unless of course you make all of these incidental encounters deadly but this has its own problems ... [/QUOTE]
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