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<blockquote data-quote="Ruin Explorer" data-source="post: 7837372" data-attributes="member: 18"><p>I think these look really good but the resting stuff need more work. </p><p></p><p>First off, HD become largely useless, because you can only spend 1 per short rest, but regain all on a long rest,and it's very unlikely you'll spend all your HD before a long rest except if you were low on HP before the long rest. It also means you should, if possible, always take repeated Short Rests to burn through HD before taking a long rest (healing kits just add a small financial cost to this, which will rapidly become irrelevant, and a bunch of fiddly tracking). That way you are more likely to still have HD for the next adventuring day if down much on HP. </p><p></p><p>I'd ditch the healing kit stuff because whilst it's cute, it will become a bunch of mildly annoying tracking in a few levels. Maybe just require it but don't expend uses. </p><p></p><p>I'd also drop the exhaustion recovery to 3 days, maybe less with help. Weeks just means mandatory total downtime and it's not really simulating much, just severely inconveniencing some of the party whilst the rest swan around town. </p><p></p><p>Finally I presume your intention is to spotlight/require a healing-focused PC, probably a Life Cleric? Because that will be the defacto impact in most groups. Their skillset will potentially prevent weeks or months of potentially adventure-ending downtime, and let PCs avoid 90%of the issues with the resting rules changes, especially if they blow most of their spell slots healing. Equally, parties without the ability to dodge Death Saves with magic and dodge HD use with magic will be in a very bad place. If that's the goal, you want to make that character basically required and spotlighted constantly, great!</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7837372, member: 18"] I think these look really good but the resting stuff need more work. First off, HD become largely useless, because you can only spend 1 per short rest, but regain all on a long rest,and it's very unlikely you'll spend all your HD before a long rest except if you were low on HP before the long rest. It also means you should, if possible, always take repeated Short Rests to burn through HD before taking a long rest (healing kits just add a small financial cost to this, which will rapidly become irrelevant, and a bunch of fiddly tracking). That way you are more likely to still have HD for the next adventuring day if down much on HP. I'd ditch the healing kit stuff because whilst it's cute, it will become a bunch of mildly annoying tracking in a few levels. Maybe just require it but don't expend uses. I'd also drop the exhaustion recovery to 3 days, maybe less with help. Weeks just means mandatory total downtime and it's not really simulating much, just severely inconveniencing some of the party whilst the rest swan around town. Finally I presume your intention is to spotlight/require a healing-focused PC, probably a Life Cleric? Because that will be the defacto impact in most groups. Their skillset will potentially prevent weeks or months of potentially adventure-ending downtime, and let PCs avoid 90%of the issues with the resting rules changes, especially if they blow most of their spell slots healing. Equally, parties without the ability to dodge Death Saves with magic and dodge HD use with magic will be in a very bad place. If that's the goal, you want to make that character basically required and spotlighted constantly, great! [/QUOTE]
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