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The Problem with Healing Powercreep
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<blockquote data-quote="The Sigil" data-source="post: 9462695" data-attributes="member: 2013"><p>Occasionally you'd be on an adventure "on the clock" and would have to figure out how much you can heal, but in my experience the above was more or less correct.</p><p></p><p>Actually, now that I think about it, the above sounds more or less like "taking a long rest" under the current rules. The only difference is that "taking a long rest" in 1E was measured in days/weeks, while in 5E it's measured by rule at "8 hours."</p><p></p><p>While a lot of people seem to laugh at Gygax's advice on p.37 of the 1E DMG, "<em>YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT," </em>is it possible those that don't like long rests may be agreeing with him? I don't think the issue is actually the "long rest" mechanic so much as the "8 hour" definition.</p><p></p><p>I will admit here that while I'm usually not strict about time in my campaigns, I do feel that the passage of time adds weight to the proceedings. In my last 5E campaign, I explicitly told the players during Session 0 that I wasn't going to use the 5E time intervals for "long rests" (8 hours) and "short rests" (1 hour). Instead, I was going to use "safe house rests" (resting at the inn in a friendly, peaceful village) and "unsafe rests" (on the trail, behind a spiked dungeon door, etc.) and that I would adjudicate the duration of the rests (hours, days, weeks) when they ask for a rest and tell them beforehand how long getting the rest would take. (I did this because "peaceful rest" like you can get in a safehouse is a much different animal than "stressful rest" like you'd get in a dungeon and IMO it's less about the quantity of the rest and more about the quality).</p><p></p><p>Mechanically, the rests functioned more or less identically to what is written in 5E. I don't think there was any other mechanical effect; if the players holed up in a dungeon behind a spiked door and I told them an "unsafe rest" (short rest) would take them 4 hours (instead of 1 hour) - I didn't make 4 times the rolls for wandering monsters or cause them to consume four times normal rations, for example. They chose to take fewer short rests even when the adventure wasn't "on a clock" because psychologically, the idea of spending "4 hours" to rest seemed weightier than taking a "1 hour" break.</p><p></p><p>If I'm not keeping strict track of time, who cares if I label the amount of time that passes "4 hours" versus "1 hour?" Nobody.</p><p></p><p>I do want to keep stricter track of time in future campaigns, but I found it interesting that just saying, "yeah the time isn't 1 hour but 4 hours" for a short rest was enough to change the psychology of rests - and therefore of healing - even though since I wasn't keeping track of time, the time units were like points on Whose Line Is It Anyway ("everything's made up and the points don't matter").</p><p></p><p>Just thought I'd throw that realization in here. If you're not doing strict time-keeping, do the time labels on rests really matter?</p></blockquote><p></p>
[QUOTE="The Sigil, post: 9462695, member: 2013"] Occasionally you'd be on an adventure "on the clock" and would have to figure out how much you can heal, but in my experience the above was more or less correct. Actually, now that I think about it, the above sounds more or less like "taking a long rest" under the current rules. The only difference is that "taking a long rest" in 1E was measured in days/weeks, while in 5E it's measured by rule at "8 hours." While a lot of people seem to laugh at Gygax's advice on p.37 of the 1E DMG, "[I]YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT," [/I]is it possible those that don't like long rests may be agreeing with him? I don't think the issue is actually the "long rest" mechanic so much as the "8 hour" definition. I will admit here that while I'm usually not strict about time in my campaigns, I do feel that the passage of time adds weight to the proceedings. In my last 5E campaign, I explicitly told the players during Session 0 that I wasn't going to use the 5E time intervals for "long rests" (8 hours) and "short rests" (1 hour). Instead, I was going to use "safe house rests" (resting at the inn in a friendly, peaceful village) and "unsafe rests" (on the trail, behind a spiked dungeon door, etc.) and that I would adjudicate the duration of the rests (hours, days, weeks) when they ask for a rest and tell them beforehand how long getting the rest would take. (I did this because "peaceful rest" like you can get in a safehouse is a much different animal than "stressful rest" like you'd get in a dungeon and IMO it's less about the quantity of the rest and more about the quality). Mechanically, the rests functioned more or less identically to what is written in 5E. I don't think there was any other mechanical effect; if the players holed up in a dungeon behind a spiked door and I told them an "unsafe rest" (short rest) would take them 4 hours (instead of 1 hour) - I didn't make 4 times the rolls for wandering monsters or cause them to consume four times normal rations, for example. They chose to take fewer short rests even when the adventure wasn't "on a clock" because psychologically, the idea of spending "4 hours" to rest seemed weightier than taking a "1 hour" break. If I'm not keeping strict track of time, who cares if I label the amount of time that passes "4 hours" versus "1 hour?" Nobody. I do want to keep stricter track of time in future campaigns, but I found it interesting that just saying, "yeah the time isn't 1 hour but 4 hours" for a short rest was enough to change the psychology of rests - and therefore of healing - even though since I wasn't keeping track of time, the time units were like points on Whose Line Is It Anyway ("everything's made up and the points don't matter"). Just thought I'd throw that realization in here. If you're not doing strict time-keeping, do the time labels on rests really matter? [/QUOTE]
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