werecorpse
Adventurer
I am 40 years into my d&d career so am your question target audience. When I run I use that long rests recover no hp but half hit dice so it can take a couple of rests without spells to fully heal up. I also play a risk of lingering injury that is triggered by failing death saves or taking critical hits. These injuries are inconvenient but not devastating (-2 max hp per level, -10 movement etc) and take weeks to heal so one can adventure with them but players prefer to get rid of them.
I want to achieve a game where players get to return to the adventure at full strength relatively easily and can also suffer a bit of resource depletion that makes the adventure harder.
When I played 1e once the party retreated and rested we tended to just hand waive a couple of healing days while the clerics burned through their spells. The only big difference would be if the party had no healer, in which case 5e allows much faster recovery, but back then as now we didn’t adventure without some sort of medic. Now we pretty much do the same. It’s not that different ime.
I want to achieve a game where players get to return to the adventure at full strength relatively easily and can also suffer a bit of resource depletion that makes the adventure harder.
When I played 1e once the party retreated and rested we tended to just hand waive a couple of healing days while the clerics burned through their spells. The only big difference would be if the party had no healer, in which case 5e allows much faster recovery, but back then as now we didn’t adventure without some sort of medic. Now we pretty much do the same. It’s not that different ime.