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The "everyone at full fighting ability at 1 hp" conundrum
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<blockquote data-quote="Tony Vargas" data-source="post: 7833037" data-attributes="member: 996"><p>Well, sure. </p><p>I mean, the idea is to have a campaign that can easily go to level 11 or so (fully experience that 'sweet spot' of early-mid levels), APs often to 15th. Each day with half a dozen or more encounters and - though only a couple days worth of encounters between levels may seem weird/fast - over a dozen between levels, if each, or even a non-trivial proportion of encounters were potentially deadly (as often happens, intended or not, with 1st level encounters), <em>characters would never survive to finish a campaign</em>.</p><p></p><p>I think it's interesting that "too easy" complaints seem to focus on hp/healing, rather than on spell resources/DPR.</p><p></p><p>Really?</p><p></p><p>Because it's /just/ a pacing mechanic. If the party faces one deadly encounter per week, sure, overnight recharges makes it pretty easy on them. If they face 2 deadly encounter per hour, overnight healing isn't going to help them at all.</p><p></p><p>The DMG has a 'gritty' option where short rests are overnight and long rests take a week. You can peg rests to anything in between (or longer if you need to), to match the pacing of your campaign so the party has a couple of non-trivial encounters between each short rest, and a good half-dozen or so between long rests.</p><p></p><p>There's a more problems than just overnight long rests with that, but, I think we may be getting at a closely-related issue.</p><p></p><p>Is the problem full healing /overnight/ (if it were, the gritty variant would have solved your problem and we wouldn't be having the conversation, I suspect), or is it that it takes the same long rest to recover all your hit points /as to recover all your spell slots/. </p><p>That is, do you want the former to take longer than the latter?</p><p></p><p>Because that is how it was back in the day. </p><p>IMX, back then, it meant that when the party retired from the dungeon to recover, it took several days or at least sleep-memorize cycles (if you were using the DMG rules for how many hours rest it took before you could re-memorize spells, at low level, you could fit several into a day). You'd rest to get a full slate of Cure..Wound spells, cast 'em all, and rest some more, maybe do a few other things 'in town,' and do it again, until everyone was full hp, then one last rest to get a full slate of spells again, and off you go. </p><p>That's just some in-world time spent resting and systematically casting spells. But, mostly, it's just significantly more bookkeeping and eats a little table time, for the same net result. </p><p></p><p>Overnight healing could thus be seen as little more than a play-procedure simplification.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7833037, member: 996"] Well, sure. I mean, the idea is to have a campaign that can easily go to level 11 or so (fully experience that 'sweet spot' of early-mid levels), APs often to 15th. Each day with half a dozen or more encounters and - though only a couple days worth of encounters between levels may seem weird/fast - over a dozen between levels, if each, or even a non-trivial proportion of encounters were potentially deadly (as often happens, intended or not, with 1st level encounters), [I]characters would never survive to finish a campaign[/I]. I think it's interesting that "too easy" complaints seem to focus on hp/healing, rather than on spell resources/DPR. Really? Because it's /just/ a pacing mechanic. If the party faces one deadly encounter per week, sure, overnight recharges makes it pretty easy on them. If they face 2 deadly encounter per hour, overnight healing isn't going to help them at all. The DMG has a 'gritty' option where short rests are overnight and long rests take a week. You can peg rests to anything in between (or longer if you need to), to match the pacing of your campaign so the party has a couple of non-trivial encounters between each short rest, and a good half-dozen or so between long rests. There's a more problems than just overnight long rests with that, but, I think we may be getting at a closely-related issue. Is the problem full healing /overnight/ (if it were, the gritty variant would have solved your problem and we wouldn't be having the conversation, I suspect), or is it that it takes the same long rest to recover all your hit points /as to recover all your spell slots/. That is, do you want the former to take longer than the latter? Because that is how it was back in the day. IMX, back then, it meant that when the party retired from the dungeon to recover, it took several days or at least sleep-memorize cycles (if you were using the DMG rules for how many hours rest it took before you could re-memorize spells, at low level, you could fit several into a day). You'd rest to get a full slate of Cure..Wound spells, cast 'em all, and rest some more, maybe do a few other things 'in town,' and do it again, until everyone was full hp, then one last rest to get a full slate of spells again, and off you go. That's just some in-world time spent resting and systematically casting spells. But, mostly, it's just significantly more bookkeeping and eats a little table time, for the same net result. Overnight healing could thus be seen as little more than a play-procedure simplification. [/QUOTE]
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