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13 months ago ::
May 25, 2012 - 3:24PM
#1
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Date Joined:
Sep 20, 2004
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So, I was really liking the ruleset till I got to this line (paraphrased, due to the playtesting agreement): You regain all your hitpoints with a long rest. So, you are saying everyone heals up after a night's rest? So, there is no such thing as lasting injuries? I am not a fan of that! I think that an extended rest should return all your Hit Dice (which it does), but it should not actually heal any of your hit points. If you want you can take a short rest first thing in the morning to heal some of your hit points by expending some of your hit dice...
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13 months ago ::
May 25, 2012 - 3:35PM
#2
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Date Joined:
Dec 23, 2001
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So, I was really liking the ruleset till I got to this line: "At the end of a long rest, you regain all your lost hit points and all your Hit Dice you expanded before the rest." So, you are saying everyone heals up after a night's rest? So, there is no such thing as lasting injuries? I am not a fan of that! I think that an extended rest should return all your Hit Dice, but it should not actually heal any of your hit points. If you want you can take a short rest first thing in the morning to heal some of your hit points by expending some of your hit dice...
I felt the same way. One nights sleep fixing every instance of hovering on deaths door doesn't seem to give the DM the flexability to give that gritty feeling of you just survived a huge dungeon crawl and now its going to take a while to get back up to full health. Maybe it was just the way we played /house rules or something but our old campaigns would use this time to explore the city, craft items, gather lore, etc while they rested. While they did sometimes when plot asked for it, it didn't require the cleric to max out on healing spells to rush the group back into a fight either.
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13 months ago ::
May 25, 2012 - 3:46PM
#3
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Date Joined:
Aug 17, 2007
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Yea, I agree, at the most it should be is
A) 1 HP per level per long rest
or
B) Con modifier X level per long rest (if no positive con mod exsists then use A)
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13 months ago ::
May 25, 2012 - 4:06PM
#4
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HP are abstract. They usually do not represent literal life-threatening injuries and have not as long as I can remember.
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13 months ago ::
May 25, 2012 - 4:09PM
#5
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Date Joined:
Sep 20, 2004
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HP are abstract. They usually do not represent literal life-threatening injuries and have not as long as I can remember.
Which does not change a word of what I said, nor my playtest feedback.
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13 months ago ::
May 25, 2012 - 4:19PM
#6
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Date Joined:
Aug 14, 2009
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So, I was really liking the ruleset till I got to this line: "At the end of a long rest, you regain all your lost hit points and all your Hit Dice you expanded before the rest." So, you are saying everyone heals up after a night's rest? So, there is no such thing as lasting injuries? I am not a fan of that! I think that an extended rest should return all your Hit Dice, but it should not actually heal any of your hit points. If you want you can take a short rest first thing in the morning to heal some of your hit points by expending some of your hit dice...
Difficult one. It's a fine line between keeping an adventure moving and artificially taking several days rest in the middle of a dungeon. I don't like the idea of a total free heal after a long rest. As stated above it removes the feeling of attrition needed in some dungeons. However the rest, learn spells, then instantly casting all your healing spells requiring yet another rest straight away didn't really work either. Something in the middle is needed perhaps based on the characters constitution stat.
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13 months ago ::
May 25, 2012 - 4:24PM
#7
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Date Joined:
May 25, 2012
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From Mearls' twitter: "Final old school suggestion - long rest gives back level + Con mod hit points."
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13 months ago ::
May 25, 2012 - 4:26PM
#8
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I think the only solution to keep everyone happy would be an HP and wound system. HP are easily regained but wounds take time to heal. Once you lose all your hp or when you take a crit, you suffer wounds. Maybe you could have a pool of "wound points" equal to your CON score. When you suffer wound damage you have to make a CON check equal to 10+1/2 damage dealt or suffer a wound (maybe causes you to be slowed, dazed, unconscious, or at a disadvantage until treated). Wounds points could be recovered by magic or the heal skill, or regained naturally at a rate of a few per day.
Just a suggestion.
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13 months ago ::
May 25, 2012 - 4:28PM
#9
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From Mearls' twitter: "Final old school suggestion - long rest gives back level + Con mod hit points."
So sickly wizards regain all their hp quickly, but fighters and other tough characters have to take a week to recover. No thanks.
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13 months ago ::
May 25, 2012 - 4:30PM
#10
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Date Joined:
Sep 20, 2004
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I think the only solution to keep everyone happy would be an HP and wound system. HP are easily regained but wounds take time to heal. Once you lose all your hp or when you take a crit, you suffer wounds. Maybe you could have a pool of "wound points" equal to your CON score. When you suffer wound damage you have to make a CON check equal to 10+1/2 damage dealt or suffer a wound (maybe causes you to be slowed, dazed, unconscious, or at a disadvantage until treated). Wounds points could be recovered by magic or the heal skill, or regained naturally at a rate of a few per day.
Just a suggestion.
No thanks. I don't need anything quite so overcomplicated. All they need to do is remove healing from the long rest. You already get back all your hit dice. If you need to, you can short rest and heal pretty much all your hit points by expending all your hit dice. You just won't get to heal, naturally, any more that day... big deal. That sort of resource management, and attrition, should be part of the game. Eventually, your party should have to think about whether it makes sense to turn back or not.
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