Your dm must be a pushover. It happens all the time. Why are you stopping because one or two pcs are low on hp? If you still have 3 or 4 guys in good shape, you move forward, only stopping when necessary. A pc or two whining when they are hurt when the rest of te party is fine, well, they won't be pcs long. Or at least party members. My group would tell them to suck it up.
The keep assumes you clear out a cave or two and return to the Keep. In that instance, a day or three might not matter much. But it's a simple matter to reset and move most traps. Or set a few new ones. The second foray in might not catch the cave dwellers as unprepared. At any rate, that's much different than finding a little used cave or secret room few know of and camping for a day. There are No wandering monsters in the keep, for one thing.
I've played in a ton of groups over the years, and every group has been the same. Spend a night, heal what you can, the next day you move on. I don't think that style of play is so rare.
I think that you may have misunderstood [MENTION=22779]Hussar[/MENTION]'s point. He's not arguing for quick natural recovery of hp. He's arguing that, whether you use the quick recovery module or the slow recovery module, your adventure pacing won't be very different, because groups who use the slow recovery module will rely more heavily on magical healing of some form or another to speed up their PCs' recovery rates.
And I'd argue -from experience- that this can make for a very different style of play. While I haven't played with overnight healing (and probably wouldn't), I've seen the difference in-play with groups who need a single healer taking care of everyone.This is exactly right. Like I said, one day or three days, it likely isn't a huge deal when designing adventures - which is the bit we're discussing here.
And, as far as adventure design goes, days usually don't matter that much.
I think that this isn't actually an issue. Design the adventures however you want (or, my preference, however makes sense to this particular scenario that you're creating). When people choose their healing type, let them know that:Oh, no, I'm not saying this at all. I still want the two baselines as options. The criticism is that two baselines make adventure design too difficult.
JC said:A) Overnight healing might make the game run faster, and that it might make certain adventures easier since you don't need to worry as much about reinforcements, new traps, etc.
B) Longer healing might slow down the game a little (with bookkeeping), and that it might make adventures harder since you need to worry more about reinforcements, new traps, being ambushed while you're still recovering, etc.
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It helps, I suppose, to play editions where monsters are so much easier and combat much less lethal too.
Nope. It's exactly the way we played too. Only thing is, when you spend the night and heal what you can, by and large, that brings you back considerably. Depends on the edition. By 3rd, that generally brought you back to full, but that was necessary because the monsters could kill you in one round through straight damage. 1e it isn't so important because the monsters (barring save or die which ignore HP anyway) cannot kill you very quickly. It takes three, possibly four hits to kill PC's when your creatures are only doing 3-5 points of damage per hit, typically.
Heh, interesting enough, I just got back from my weekly game, and my 5th level ranger henchman just got hit for 52 points of damage and killed. Admittedly, we use a simple crit rule - a nat 20 does double damage - but the 26 points of damage would have put him at exactly -10. That's a far cry from 3-5 points of damage.
And, lastly, your 5th level ranger has 16 HP? Really? 6d8 hp and you have 16 hp? Dude, that's sucky.
Yes, because this is a regular occurrence. Weren't you just going on about averages not a couple of posts ago? And, what creature hit you for 26 points of damage in a single hit? I'm trying to think of something that a 5th level character would normally face that can do that kind of damage, and I'm drawing a blank.
But, yes, if you have house rules that increase the lethality of creatures, then yup, you will get more fatalities. That's entirely true.
And, lastly, your 5th level ranger has 16 HP? Really? 6d8 hp and you have 16 hp? Dude, that's sucky.
It helps, I suppose, to play editions where monsters are so much easier and combat much less lethal too.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.