I never had those in any edition.Would people prefer the return of the five minute adventuring day and requiring healbots?
I never had those in any edition.Would people prefer the return of the five minute adventuring day and requiring healbots?
We just made it into a running joke that a good nights rest cures cancer and people in this world all heal like Wolverine. I quit running 5e but in our backup game we still play it. So every time we get a rest in you hear "well that huge neck tumor seems to have went down." or "well looks like my arm grew back and my AIDS is gone!"
In my playing of older editions, or S&W I'm running now, major injuries are almost always healed via spells over a couple days of rest and spell casting. I'm not sure I ever saw a PC heal of major HP loss via rest unless it was in a downtime deal after they cleaned out the dungeon.
In my playing of older editions, or S&W I'm running now, major injuries are almost always healed via spells over a couple days of rest and spell casting. I'm not sure I ever saw a PC heal of major HP loss via rest unless it was in a downtime deal after they cleaned out the dungeon.
So does it matter how the healing happens if you use the alternate long rest rules? If there is no cost to the magical healing and it takes at least a few days to recover, what practical difference does it make?
Maybe you missed it or I wasn't clear: I'm asking about using the alternative long rest rules. A short rest is overnight, a long rest is several days, perhaps a week or more.The big difference is that the players sometimes have to continue on their quest at less than full strength. Be it for time constrain, logical constrain or some other shenanigans. Being at full power every day encourages players to use every single ressource at their disposition. A boring play style in my taste. Whereas starting your day at a fraction of your power forces you to find different approach to some (if not all) encounter. It's like in the novels where the hero is hurt, take a few hours to bandage/rest and press on. (S)He's not at full strength, but the hero must go on. I think it makes for a better narrative.