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Those who come from earlier editions, why are you okay with 5E healing (or are you)?
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7883587" data-attributes="member: 6802951"><p>If "overnight" is an issue, use the official option and make it "next week" - or whatever time period seems suitable for you.</p><p></p><p>More importantly, getting your HP back overnight (or whenever)<em> is not going to help you <strong>today</strong>.</em></p><p></p><p>The idea is that the party should be challenged <strong>that day</strong> (or week, or whatever). - <em>That time until the next long rest</em>. (Outside of more lingering conditions like curses, exhaustion etc.)</p><p>The party should know that they have to be careful and use tactics because they have a good risk of dying in one of the 6-8 encounters that day. (Likely the later ones as HP, HD and spells are used up in previous encounters.)</p><p></p><p>The 5MWD is less to do with Hit Points, and much more to do with spell slots. Letting the casters regenerate their resources much faster than the martial types (for whom hit points are their main resource) is introducing a massive imbalance on top of the already existing issue of power disparity particularly in out of combat activities.</p><p></p><p>Compare a Fighter and a Wizard. Nominally the two classes are balanced around having to go 6-8 encounters of reasonable and varying difficulty between long rests, with 2 short rests in between. More than that, and the Fighter will tend to shine (until they run out of hit points), less than that and the wizard will get a power boost through better nova.</p><p>Forcing the Fighter to spend two Long Rests recovering their resources, while still granting the Wizard full recovery of spell slots every long rest is a <strong>massive </strong>boost to the power of the wizard. Its close to doubling their spell slots. Longer recovery of HP multiplies this even further.</p><p>This gives the Wizard player much more opportunities to take the spotlight and shine than the Fighter player (and the Cleric player, who is forced to concentrate in healing spells rather than being able to use a more interesting range.)</p><p></p><p>This is why I'm saying that if you want it to take a week to recover HP, you should change the Long Rest time to a week, rather than introduce additional rules that will generally penalise some players more than others.</p><p></p><p> Why do they not already think twice about this?</p><p>TPKs are generally to be avoided IMO, but individual character death? - Should be an option.</p><p></p><p>Why do you feel that its a riskless environment? Is your DM challenging you by using a sufficient number and difficulty of encounters per long rest?</p><p></p><p></p><p>Really? How did they perform at lower levels or when they were running out of spells?</p><p></p><p></p><p></p><p>That is entirely my point.</p><p>The only difference between changing the long rest period to a week, and leaving it at a day is pacing, which is already under the DM's control anyway.</p><p>Leaving the long rest period as-is but requiring longer to recover HP gives rise to the aforementioned issues in disparity of player experiences.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7883587, member: 6802951"] If "overnight" is an issue, use the official option and make it "next week" - or whatever time period seems suitable for you. More importantly, getting your HP back overnight (or whenever)[I] is not going to help you [B]today[/B].[/I] The idea is that the party should be challenged [B]that day[/B] (or week, or whatever). - [I]That time until the next long rest[/I]. (Outside of more lingering conditions like curses, exhaustion etc.) The party should know that they have to be careful and use tactics because they have a good risk of dying in one of the 6-8 encounters that day. (Likely the later ones as HP, HD and spells are used up in previous encounters.) The 5MWD is less to do with Hit Points, and much more to do with spell slots. Letting the casters regenerate their resources much faster than the martial types (for whom hit points are their main resource) is introducing a massive imbalance on top of the already existing issue of power disparity particularly in out of combat activities. Compare a Fighter and a Wizard. Nominally the two classes are balanced around having to go 6-8 encounters of reasonable and varying difficulty between long rests, with 2 short rests in between. More than that, and the Fighter will tend to shine (until they run out of hit points), less than that and the wizard will get a power boost through better nova. Forcing the Fighter to spend two Long Rests recovering their resources, while still granting the Wizard full recovery of spell slots every long rest is a [B]massive [/B]boost to the power of the wizard. Its close to doubling their spell slots. Longer recovery of HP multiplies this even further. This gives the Wizard player much more opportunities to take the spotlight and shine than the Fighter player (and the Cleric player, who is forced to concentrate in healing spells rather than being able to use a more interesting range.) This is why I'm saying that if you want it to take a week to recover HP, you should change the Long Rest time to a week, rather than introduce additional rules that will generally penalise some players more than others. Why do they not already think twice about this? TPKs are generally to be avoided IMO, but individual character death? - Should be an option. Why do you feel that its a riskless environment? Is your DM challenging you by using a sufficient number and difficulty of encounters per long rest? Really? How did they perform at lower levels or when they were running out of spells? That is entirely my point. The only difference between changing the long rest period to a week, and leaving it at a day is pacing, which is already under the DM's control anyway. Leaving the long rest period as-is but requiring longer to recover HP gives rise to the aforementioned issues in disparity of player experiences. [/QUOTE]
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