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General Tabletop Discussion
*Dungeons & Dragons
Tiers of Damage − Rates of Healing
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<blockquote data-quote="Blue" data-source="post: 6896103" data-attributes="member: 20564"><p>I'm working with the assumption that unlike the DMG rest variants, you intend this just for healing, not for Long Rest options like regaining spells. That would be weird to have some characters regain all resources in 15 minutes and others not.</p><p></p><p>The effects of the rule I see:</p><p>If you're not too hurt, it's easy to rest up to full and regain all of your HD between every combat.</p><p>If some are hurt, out-of-combat healing is VERY useful to get them over the line and then let them heal up the rest of the way.</p><p>If (almost) everyone is bloodied, your party heals 32x slower. (8 hours rest instead of 15 minute rest). Since your calibrated to be fully healed every battle thsi si a very dangerous spot. I can see most parties wanting to take a long rest at this point to get out of there if they don't have enough healing magic to do it otherwise.</p><p>If you are badly hurt, either the party has magical healing and it doesn't matter in the least, or you hold back you adventuring party for a week.</p><p></p><p>That's a particular style of game, if that works for your table great. I think it penalizes players who play tanks and are willing to take damage to protect the rest of the party because they are more likely to be over a threshold. I'm not a fan of the full heals all the time for lightly damaged parties, it makes it hard to have lwoer difficulty combats have any lasting repercussions in resource usage.</p></blockquote><p></p>
[QUOTE="Blue, post: 6896103, member: 20564"] I'm working with the assumption that unlike the DMG rest variants, you intend this just for healing, not for Long Rest options like regaining spells. That would be weird to have some characters regain all resources in 15 minutes and others not. The effects of the rule I see: If you're not too hurt, it's easy to rest up to full and regain all of your HD between every combat. If some are hurt, out-of-combat healing is VERY useful to get them over the line and then let them heal up the rest of the way. If (almost) everyone is bloodied, your party heals 32x slower. (8 hours rest instead of 15 minute rest). Since your calibrated to be fully healed every battle thsi si a very dangerous spot. I can see most parties wanting to take a long rest at this point to get out of there if they don't have enough healing magic to do it otherwise. If you are badly hurt, either the party has magical healing and it doesn't matter in the least, or you hold back you adventuring party for a week. That's a particular style of game, if that works for your table great. I think it penalizes players who play tanks and are willing to take damage to protect the rest of the party because they are more likely to be over a threshold. I'm not a fan of the full heals all the time for lightly damaged parties, it makes it hard to have lwoer difficulty combats have any lasting repercussions in resource usage. [/QUOTE]
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Community
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Tiers of Damage − Rates of Healing
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