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Community
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="Fanaelialae" data-source="post: 7883100" data-attributes="member: 53980"><p>The thing is, you can have those choices even with standard out-of-the-book 5e healing.</p><p></p><p>I've seen it at my table, and I seriously doubt I'm the only one. We've been low on HP, out of HD, and low on spells, with a pressing need to continue on despite all that. I've had sessions where we were forced to flee from multiple encounters as a result of being depleted, certain that we were moments away from a TPK.</p><p></p><p>All it changes is the time scale. With standard resting, that generally needs to fall inside a day or two. With a longer rest variant you have more time to squeeze in the fights (but if the party decides that they can't press on and opt to rest, you're waiting a correspondingly longer period for them to recover).</p><p></p><p>Either way is perfectly fine, depending on your tastes.</p><p></p><p>Not everyone wants to have to squeeze multiple combats into a single day. It's arguably why they chose to include gritty healing as an official option in the DMG.</p><p></p><p>Conversely, not everyone wants to sit around doing nothing, waiting for their characters to heal. This becomes doubly an issue when random encounters are a thing. I can recall numerous occasions in older editions where the party became stuck in a healing rut. We didn't have a proper healer and were stuck primarily with natural resting (I think someone also had a NWP that allowed them to restore and extra 1d3 HP per day). But, despite our best attempts to obscure our camp site, hostile random encounters just kept showing up. We'd heal a little, monster would show up, and we'd lose it all again. It felt like being mired in mud. Wanting to get to the fun but unable to. Hence my preference for the standard 5e method.</p><p></p><p>Just pointing out that you can still have decisions as to whether to press on when depleted, even with the standard 5e healing rules.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7883100, member: 53980"] The thing is, you can have those choices even with standard out-of-the-book 5e healing. I've seen it at my table, and I seriously doubt I'm the only one. We've been low on HP, out of HD, and low on spells, with a pressing need to continue on despite all that. I've had sessions where we were forced to flee from multiple encounters as a result of being depleted, certain that we were moments away from a TPK. All it changes is the time scale. With standard resting, that generally needs to fall inside a day or two. With a longer rest variant you have more time to squeeze in the fights (but if the party decides that they can't press on and opt to rest, you're waiting a correspondingly longer period for them to recover). Either way is perfectly fine, depending on your tastes. Not everyone wants to have to squeeze multiple combats into a single day. It's arguably why they chose to include gritty healing as an official option in the DMG. Conversely, not everyone wants to sit around doing nothing, waiting for their characters to heal. This becomes doubly an issue when random encounters are a thing. I can recall numerous occasions in older editions where the party became stuck in a healing rut. We didn't have a proper healer and were stuck primarily with natural resting (I think someone also had a NWP that allowed them to restore and extra 1d3 HP per day). But, despite our best attempts to obscure our camp site, hostile random encounters just kept showing up. We'd heal a little, monster would show up, and we'd lose it all again. It felt like being mired in mud. Wanting to get to the fun but unable to. Hence my preference for the standard 5e method. Just pointing out that you can still have decisions as to whether to press on when depleted, even with the standard 5e healing rules. [/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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