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General Tabletop Discussion
*Dungeons & Dragons
Those who come from earlier editions, why are you okay with 5E healing (or are you)?
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<blockquote data-quote="Big J Money" data-source="post: 7883024" data-attributes="member: 70533"><p>1) Realism isn't important to me, but plausibility and internal consistency in a narrative are, and yes this can contribute to that.</p><p></p><p>2) Why would a player sit out sessions? That would be poor GMing, IMO. In my case, if one or more PCs were injured badly enough to rest for multiple days, it would be handled no differently than them having to rest 1 day. If you really can't imagine what that would look like, the play would go something like this (obviously details would be different for any given scenario):</p><p>a. The party decides how to safely retreat to a place where they'll be safe to rest</p><p>b. They make their journey there</p><p>c. The party goes into downtime for a few days (in character) while the wounded PCs rest. This is treated like any other downtime, maybe some of the healthy ones restock supplies, buy equipment, bank some treasure, get items inspected, etc.</p><p>d. Cut the camera to the scene where the party is recovered and ready to go back out on the trail again</p><p>In terms of table-time, not more time is spent on a weeklong rest than a night's rest, unless there is a good reason to explore that downtime more deeply (some plot event going on where it makes sense to).</p><p></p><p>3) Another benefit gained by this is time-pressure. After the party has retreated from the dungeon (or wherever) and rested for 4 days, what have the denizens of the dungeon been doing in that time? Or perhaps there is a timeline the players are acting under. Do they choose to rest all 4 days, or take the risk of only resting 2 of them?</p><p></p><p>4) Another benefit is tension. When a party realizes that all their character resources are reset every 24 hours, they take the same risk every day -- there is no variation. However, if they know that severe damage in a given battle risks them needing to rest for an extended period of time, they need to make strategic decisions. Maybe they decide attacking the troll is a bad idea at their level because they are under time-pressure to save some refugees and can't take that risk. But if they don't kill the troll it might leave and ravage the countryside. Decisions, decisions...</p><p></p><p>To compare this to an action movie or comic, think about the risk of Daredevil deciding to take time to rest. Let's say he's the bodyguard for a very important and vulnerbale character. If he becomes severely injured, there is a tension. He <em>can't rest </em>because someone's safety depends on his vigilance. But he also <em>can't not rest</em> because things will only get worse if he doesn't heal; or if he gets injured more, he could be taken completely out of commission. He's between a rock and a hard place, and he's forced to make a call.</p><p></p><p>If Daredevil regenerated his injuries every night to the point where he was in perfect fighting form, this tension would not exist.</p></blockquote><p></p>
[QUOTE="Big J Money, post: 7883024, member: 70533"] 1) Realism isn't important to me, but plausibility and internal consistency in a narrative are, and yes this can contribute to that. 2) Why would a player sit out sessions? That would be poor GMing, IMO. In my case, if one or more PCs were injured badly enough to rest for multiple days, it would be handled no differently than them having to rest 1 day. If you really can't imagine what that would look like, the play would go something like this (obviously details would be different for any given scenario): a. The party decides how to safely retreat to a place where they'll be safe to rest b. They make their journey there c. The party goes into downtime for a few days (in character) while the wounded PCs rest. This is treated like any other downtime, maybe some of the healthy ones restock supplies, buy equipment, bank some treasure, get items inspected, etc. d. Cut the camera to the scene where the party is recovered and ready to go back out on the trail again In terms of table-time, not more time is spent on a weeklong rest than a night's rest, unless there is a good reason to explore that downtime more deeply (some plot event going on where it makes sense to). 3) Another benefit gained by this is time-pressure. After the party has retreated from the dungeon (or wherever) and rested for 4 days, what have the denizens of the dungeon been doing in that time? Or perhaps there is a timeline the players are acting under. Do they choose to rest all 4 days, or take the risk of only resting 2 of them? 4) Another benefit is tension. When a party realizes that all their character resources are reset every 24 hours, they take the same risk every day -- there is no variation. However, if they know that severe damage in a given battle risks them needing to rest for an extended period of time, they need to make strategic decisions. Maybe they decide attacking the troll is a bad idea at their level because they are under time-pressure to save some refugees and can't take that risk. But if they don't kill the troll it might leave and ravage the countryside. Decisions, decisions... To compare this to an action movie or comic, think about the risk of Daredevil deciding to take time to rest. Let's say he's the bodyguard for a very important and vulnerbale character. If he becomes severely injured, there is a tension. He [I]can't rest [/I]because someone's safety depends on his vigilance. But he also [I]can't not rest[/I] because things will only get worse if he doesn't heal; or if he gets injured more, he could be taken completely out of commission. He's between a rock and a hard place, and he's forced to make a call. If Daredevil regenerated his injuries every night to the point where he was in perfect fighting form, this tension would not exist. [/QUOTE]
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Those who come from earlier editions, why are you okay with 5E healing (or are you)?
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