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Slow Natural Healing in actual play
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<blockquote data-quote="clearstream" data-source="post: 8975417" data-attributes="member: 71699"><p>I've used Gritty Realism along with Slow Natural Healing, modified to 3-days instead of a week. That change was needed to preserve balance between short and long rest classes.</p><p></p><p>Principally, GR gave narrative space so that when the party chose to rest it always felt plausible to move the world forward. There's experientially no more laying about, as one can narrate over 3 days rest in the same amount of real time as one can narrate over 8 hours. In background, GR made the world magic economy feel a bit more reasonable. For example, the number or rezzes per year castable by a high-level cleric was dialled back considerably, which made it feel a bit more plausible that they were not always available to heroes. Etc. It favoured rogues with always available exploration abilities, seeing as spells recover less often. Overall, I would never revert to normal rests.</p><p></p><p>SNH is harder to assess. For one thing, players lean into casting all their healing spells whenever they secure a safe rest. So there is more bookkeeping around that. Hit dice themselves act as a kind of battery that characters can draw on to keep going, so what happens is there isn't too much impact on what you might call the first cycle, but once the battery is empty players start thinking about wanting to take breaks from adventuring. How that plays out is very campaign dependent. If you are interested in a dungeon-bashing campaign, or one with continuous fighting, then this will not work out very well because as others as observed it can force downtime. On the other hand, if you want to make use of downtime rules and run a more reflective campaign - perhaps one with more political intrigue - it works pretty well, because that downtime becomes a good thing.</p><p></p><p>Anyway, I tend to think of the two working in tandem. I wouldn't choose SNH without GR because I think it moves the play in a certain direction and if that direction is wanted then GR is the way to go. For instance, GR means healers aren't cycling their spells so often in in-world calendar time. Whereas normal rests possibly makes SNH kind of pointless.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8975417, member: 71699"] I've used Gritty Realism along with Slow Natural Healing, modified to 3-days instead of a week. That change was needed to preserve balance between short and long rest classes. Principally, GR gave narrative space so that when the party chose to rest it always felt plausible to move the world forward. There's experientially no more laying about, as one can narrate over 3 days rest in the same amount of real time as one can narrate over 8 hours. In background, GR made the world magic economy feel a bit more reasonable. For example, the number or rezzes per year castable by a high-level cleric was dialled back considerably, which made it feel a bit more plausible that they were not always available to heroes. Etc. It favoured rogues with always available exploration abilities, seeing as spells recover less often. Overall, I would never revert to normal rests. SNH is harder to assess. For one thing, players lean into casting all their healing spells whenever they secure a safe rest. So there is more bookkeeping around that. Hit dice themselves act as a kind of battery that characters can draw on to keep going, so what happens is there isn't too much impact on what you might call the first cycle, but once the battery is empty players start thinking about wanting to take breaks from adventuring. How that plays out is very campaign dependent. If you are interested in a dungeon-bashing campaign, or one with continuous fighting, then this will not work out very well because as others as observed it can force downtime. On the other hand, if you want to make use of downtime rules and run a more reflective campaign - perhaps one with more political intrigue - it works pretty well, because that downtime becomes a good thing. Anyway, I tend to think of the two working in tandem. I wouldn't choose SNH without GR because I think it moves the play in a certain direction and if that direction is wanted then GR is the way to go. For instance, GR means healers aren't cycling their spells so often in in-world calendar time. Whereas normal rests possibly makes SNH kind of pointless. [/QUOTE]
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