Tetraplex
2015-12-22, 06:05 PM
My group either loves or hates healing, basically split down the middle. I and a few others dislike that healing magic/wands make it way more difficult to challenge the party in terms of hp except by outright killing them in one fight, but the others argue that without them our usual style would be far too lethal.
So I'm curious about the way 5e handles natural healing. In it, you can take a 'short rest' of at least an hour to catch your breath or whatever, and then roll from a limited pool of 'hit dice' based on your class and level (so at level 5 a Barbarian would have 5d12 and the Wizard only 5d6). These regenerate 1/full rest to my understanding, so you don't just get to refill your hp fully each day.
Do you think removing, or at least restricting access to, healing magic and incorporating this would be a good idea? What are some reasons it might not work as expected, as a compromise between everyone having full hp each combat/needing magic and needing weeks of downtime after each fight?
So I'm curious about the way 5e handles natural healing. In it, you can take a 'short rest' of at least an hour to catch your breath or whatever, and then roll from a limited pool of 'hit dice' based on your class and level (so at level 5 a Barbarian would have 5d12 and the Wizard only 5d6). These regenerate 1/full rest to my understanding, so you don't just get to refill your hp fully each day.
Do you think removing, or at least restricting access to, healing magic and incorporating this would be a good idea? What are some reasons it might not work as expected, as a compromise between everyone having full hp each combat/needing magic and needing weeks of downtime after each fight?