Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Slow Natural Healing in actual play
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Li Shenron" data-source="post: 7328343" data-attributes="member: 1465"><p>Sorry for getting into the thread late and not reading all of it before posting... <img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /></p><p></p><p></p><p></p><p>I agree that the "Slow Natural Healing" variant purpose is not that clear. It generally only means less HP available during the day. With the standard rules, you have a minimum of ~150% of your max HP per day (because of the rate of getting back <em>half </em>of your HD during a long rest). With the Slow Natural Healing variant you are guaranteed only a minimum of ~50% available (you get those HD back but not your actual lost HP). So yes, overall the game will be tougher unless you often have "empty" days with no encounters to go back to full HPs. But how that is different from having for example more monsters per encounters (or anything else than wears down your HP more) may be a matter of details.</p><p></p><p>OTOT the "Gritty Realism" variant has primarily the purpose to play adventures with very sparse combat encounters, perhaps somewhat LotR-inspired. If you have stories with sparse encounters, then this leads to either the PCs using very little of their resources or otherwise going "nova" and beat all the encounters easily (the latter however carries the danger that an occasional second encounter on the same day can spell doom to the group). In such campaigns, it makes sense to turn hours into days and days into weeks. Nothing really changes in resource management except the narrative.</p><p></p><p>If you use the "Gritty Realism" variant but do not change the rate of occurrence of the encounters, then it definitely gets <em>very </em>gritty, as the PCs are strongly motivated to <em>avoid</em> encounters as much as possible. This also makes the game more difficult for the players, so I am not sure if at the end this ends up a popular choice <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>When I first read the "Gritty Realism" variant, I thought that perhaps what they might have wanted is to grant to benefits of a long rest <em>every 7 days</em>, but with the long rest itself still taking a single night. This would have made the variant more usable because it doesn't require to actually take a break from the adventure... but from a narrative point of view would have been probably breaking suspension of disbelief.</p><p></p><p>Probably, a middle ground could be found by allowing some partial recovery of resources, but this certainly leads to a more complex set of rules.</p><p></p><p></p><p></p><p>I don't think it really works to apply the "Gritty Realism" variant rules to HP only but not on spellcasting, pretty much because of what you say here.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7328343, member: 1465"] Sorry for getting into the thread late and not reading all of it before posting... :blush: I agree that the "Slow Natural Healing" variant purpose is not that clear. It generally only means less HP available during the day. With the standard rules, you have a minimum of ~150% of your max HP per day (because of the rate of getting back [I]half [/I]of your HD during a long rest). With the Slow Natural Healing variant you are guaranteed only a minimum of ~50% available (you get those HD back but not your actual lost HP). So yes, overall the game will be tougher unless you often have "empty" days with no encounters to go back to full HPs. But how that is different from having for example more monsters per encounters (or anything else than wears down your HP more) may be a matter of details. OTOT the "Gritty Realism" variant has primarily the purpose to play adventures with very sparse combat encounters, perhaps somewhat LotR-inspired. If you have stories with sparse encounters, then this leads to either the PCs using very little of their resources or otherwise going "nova" and beat all the encounters easily (the latter however carries the danger that an occasional second encounter on the same day can spell doom to the group). In such campaigns, it makes sense to turn hours into days and days into weeks. Nothing really changes in resource management except the narrative. If you use the "Gritty Realism" variant but do not change the rate of occurrence of the encounters, then it definitely gets [I]very [/I]gritty, as the PCs are strongly motivated to [I]avoid[/I] encounters as much as possible. This also makes the game more difficult for the players, so I am not sure if at the end this ends up a popular choice ;) When I first read the "Gritty Realism" variant, I thought that perhaps what they might have wanted is to grant to benefits of a long rest [I]every 7 days[/I], but with the long rest itself still taking a single night. This would have made the variant more usable because it doesn't require to actually take a break from the adventure... but from a narrative point of view would have been probably breaking suspension of disbelief. Probably, a middle ground could be found by allowing some partial recovery of resources, but this certainly leads to a more complex set of rules. I don't think it really works to apply the "Gritty Realism" variant rules to HP only but not on spellcasting, pretty much because of what you say here. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Slow Natural Healing in actual play
Top