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.
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.
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.
I've played in a game with just two players (years ago), where after the the heals were dispensed, I took my character back in (as a LG half-orc Fighter) to finish the last of the bad guys. The healer stayed behind, being magically drained. We went in with different dynamics than we would have with overnight healing.
Now, why did I go back in? Was I just really hot-headed with my character? No. It was because I knew that if I waited until the next day, the remaining cult leaders would leave the city, and they'd get away. That one day made a huge difference.
Now, in a game with overnight healing and magical healing, could the same scenario play itself out? Yes. You could spend the same exact magical healing resources, and then send characters back in. And, you'd also know that you couldn't wait overnight, or you'd lose the bad guys. Same situation. No problems so far.
However, let's expand the situation somewhat. In fact, let's use another example (from play experience), so that we know I'm not just theorycrafting.
When I was running a game (for four players), they ended up healing magically (once they got magical healing). Sometimes, with four people to heal, it'd take a couple days to heal everyone completely, then a third day to get their spells back. What happened during some of these three day spans? The international magic council screwed them politically because they didn't act quickly enough; the elven nation just west of their home nation hid a refugee they were looking for; a lich they were opposed to (on a pretty personal level) killed an allied NPC; a raid was made against the dwarven city that one of the players had moved his hometown to, and many dwarves (and a few humans) were killed; an enchantress they were pursuing (and a couple days behind) ended up getting away when they stopped to rest; the party was attacked (multiple times) on their first night after healing, and had little resources to spare, bringing their recovery time down (especially since they usually moved after it happened).
On the flip side, a few good things came out of it: they weren't in a city when it was devastated by off-continent invaders than could have killed them, and were there to help pick up the pieces in a unique way (Blake, the blind fighter, using Blindsense to find survivors); an old ally that had been tracking them was able to catch up to them, and deliver important information to them, and aid them for the next few months; a king of a neighboring nation arrived the day before they would leave, asking for one of the players to heal him (he was diseased), and felt as if he owed them a favor.
These are just a few play examples. Days matter to me. I can fit a lot more evolution of the setting into 30 days than I can into 10 days. Politics will progress; a month will pass; the weather can start to really change; alliances can be formed, but also tested; multiple battles can be fought (not skirmishes, but actual battles); the plot of the bad guys (or the good guys) can come into fruition much 'faster' out-of-game, especially if it takes months or years; people traveling mundanely can cover much farther distances than if only 10 days had passed, potentially letting reinforcements / messengers / allies / enemies / etc. arrive to change the setup of the world.
As you've said before, pemerton, it's also a pacing issue. And overnight healing is not "essentially the same" as a few nights of healing, to me. Again, this it to me, and from my play experience. Days matter. Sometimes, quite a bit. And, to have the style of game I want (where the story I like produces cleanly from the mechanics), overnight healing falls short. It's just preference, but it matters.
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.
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:
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.
Personally, I want slower healing
even with the harder game it might bring. That might even be part of the appeal (even if it's not the main appeal). Just let people know what their decisions will bring. As always, play what you like
