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General Tabletop Discussion
*Dungeons & Dragons
Slow Natural Healing in actual play
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<blockquote data-quote="Saeviomagy" data-source="post: 7326125" data-attributes="member: 5890"><p>I think that if I were to want to change the game to make slower healing, I would do the following:</p><p></p><p>1. For each die of healing you receive from a source other than hit dice, you must spend a hit die, to a minimum of one die for healing that has no dice. Roll the die and add the result to the healing spell. You do not get your constitution modifier added for these dice.</p><p>2. Whenever you are healed, you may spend hit dice to get extra healing. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total.</p><p>3. You may spend hit dice when someone uses a healer's kit on you, even if you would not normally get healed. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total.</p><p>3. At the end of a long rest you do not heal to full. Instead you regain half your spent hit dice rounded down to a minimum of 1. After that you may spend hit dice to heal.</p><p></p><p>Long story short: </p><p>If you go adventuring for a single day, you're guaranteed to be at full health and hit dice in 5 days no matter how badly you are smashed down. You will most likely be down hit dice for a couple of days. If you keep adventuring, your hit dice will gradually spiral downwards, depending on how badly you get hurt. Since every bit of healing you do requires you to spend hit dice, you can't avoid the downward spiral if you keep getting hurt in any meaningful way.</p><p></p><p>A small healing spell can potentially give you a lot of hit points back if it's needed.</p><p></p><p>Mini heals like goodberry kind of suck. Oh well. Use them as a last resort.</p><p></p><p>Temporary hit points are great, because they don't incur the hit dice cost.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7326125, member: 5890"] I think that if I were to want to change the game to make slower healing, I would do the following: 1. For each die of healing you receive from a source other than hit dice, you must spend a hit die, to a minimum of one die for healing that has no dice. Roll the die and add the result to the healing spell. You do not get your constitution modifier added for these dice. 2. Whenever you are healed, you may spend hit dice to get extra healing. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. 3. You may spend hit dice when someone uses a healer's kit on you, even if you would not normally get healed. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. 3. At the end of a long rest you do not heal to full. Instead you regain half your spent hit dice rounded down to a minimum of 1. After that you may spend hit dice to heal. Long story short: If you go adventuring for a single day, you're guaranteed to be at full health and hit dice in 5 days no matter how badly you are smashed down. You will most likely be down hit dice for a couple of days. If you keep adventuring, your hit dice will gradually spiral downwards, depending on how badly you get hurt. Since every bit of healing you do requires you to spend hit dice, you can't avoid the downward spiral if you keep getting hurt in any meaningful way. A small healing spell can potentially give you a lot of hit points back if it's needed. Mini heals like goodberry kind of suck. Oh well. Use them as a last resort. Temporary hit points are great, because they don't incur the hit dice cost. [/QUOTE]
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