To Heal or Not to Heal

Meh, fiddly. Why bother? What is added to the game this way? How is slower healing making the game more interesting?
That the whole difference of opinion that you and I have. Slower healing, among other things, means that you have resource management occurring over time periods longer than a single day.
Which is to say, sometimes retreating from the dungeon is a better option than just hiding in a defensible room for one night.

What is so great about Cure Light Wounds? Is it really so interesting that we need to keep it in the game?
The simplest answer I can give to that is "What is so great about Magic Missile?"

I'm all for ensuring that clerics/magical healers aren't required in a party, but I don't think want to see things go to the opposite extreme either.
If everyone heals to full after a combat, I don't really see the point of having a cleric at all.

Like I said earlier, either here or the other healing thread, I'd go with full healing after a short rest, but, that's just a preference thing.
Yuck. That is not the game I want to play. Resource management has always been a big part of DnD for me. It appears you don't want resource management at all.
I can honestly say that if 5E implemented 'full healing at a short rest' I'd house rule that back to 3E mechanics before even beginning a game.

The fiddly design you commented on earlier was my attempt at a compromise.
 

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I don't like the the idea that after each encounter PCs heal to full. There is drama and tension when PCs are forced to explore or fall into another encounter without maximum hit points.

I think any PC should be able to use Heal skill to bandage in or out of combat, but it can only be used once for any particular damage attack. Perhaps this bandaging could heal 1d6+con.

I like regaining some HP after a short rest, perhaps even up to 1/4 (like using a healing surge).

Healing magic should be usable in combat by any class that can heal.

Perhaps in some games (option/module) all PCs can use second wind to gain back 1/4 hp once per encounter.
 

Zus said:
Yuck. That is not the game I want to play. Resource management has always been a big part of DnD for me. It appears you don't want resource management at all.
I can honestly say that if 5E implemented 'full healing at a short rest' I'd house rule that back to 3E mechanics before even beginning a game.

Now hold on there pardner. Don't go getting too far ahead of me. :p

I have no problems with resource management games. I loves me to death some old school hexploration. I just find that hit points don't make for very interesting resource management for me. Then again, I look at HP as mostly meta-game resources anyway, so, it's not like the characters are managing their resources.

"Oh, I have to pace my fights for today to make sure that I have enough health left for that big fight that might come later one" is not something I enjoy. I find it very mood breaking and horrible for pacing.

OTOH, you want to track things in game like food, ammunition, that sort of thing? Got no problem there. I'm six months into a very fun Dark Sun campaign and the survival mini-game is a barrel of fun.

The reason I'd go with full hp after a short rest is because this is exactly how I played 3e. Healing wands and reserve feats meant that you never had to stop because you were low on HP. Low on other stuff? Sure, no problem at all. But, I just removed the single thing of tracking HP.

TL&DR - just because I don't like tracking on resource, doesn't mean I don't like tracking resources at all.
 

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