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Garfunion
2017-04-27, 05:38 PM
I want to flip the recovery rate of hit points and hit die.
On a long rest you recover 1hp and all hit dies, and can spend any number of these hit dies immediately.
Short rest is unchanged.

How will this change the game?

Kane0
2017-04-27, 05:49 PM
Assuming you still have normal rest times (1 hour / 8 hours) the first adventuring day would be much the same. The difference comes on the following day since you don't auto heal to full and must continue using Hit Die. Are you able to spend any remaining Hit Die before they are recharged?
Doing this means one long rest won't get you up to full if you are unlucky, and you will be running short on hit die through the following days. Not gamebreaking on its own, but a little tougher on healing resources. Even then you could have any healers spend remaining slots on cures to mitigate hit die loss for the next day.

I'd recommend healing your level + con bonus HP plus recovering all hit die on a long rest, then having to spend hit die on any more HP you need.

Garfunion
2017-04-27, 05:58 PM
I also have plans to add two new features into the healer's kit.

*Short term care. You may spend one use of a healer's kit to perform short term care on up to 5 creatures(including yourself). At the end of the short rest the creatures gain one temporary hit die that must be spent immediately after the short rest.
*Long term care. You may spend two uses of a healer's kit to perform long term care on up to 5 creatures(including yourself). At the end of the long rest the creatures gain two temporary hit dice that must be spent immediately after a long rest.

Would this help out on the hit point recovery?

nickl_2000
2017-04-27, 06:19 PM
It would make a bard even more powerful and useful and in a party. Song of rest turns vital.

Garfunion
2017-04-27, 06:34 PM
One more wrench to throw in the cogs, answering a question above.

A short rest will now be 8 hours and a long rest is 24 hours.

Each day will have about 3 encounters.

Kane0
2017-04-27, 08:38 PM
Counter question: What is your aim? What are you going for here?

Rule of thumb: The fewer changes the better. If you can change one detail (how long rests take, how much you can heal on a rest, how many hit die get spent/renewed) without having to change everything else in order to get what you want it plays a lot smoother.

Malifice
2017-04-27, 10:01 PM
IMG, I use the following rules re resting/ hit point recovery:

Short Rest
A short rest is a short breather, usually around 5 minutes long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a short rest, up to one half of the character’s maximum number of Hit Dice (minimum of one). For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll as long as he has hit dice remaining to spend. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

A character usually cant benefit from more than 2 short rests between long rests.


Long Rest
A long rest is a period of recuperation at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity (at least 1 hour of walking, fighting, casting Spells, or similar) the characters must begin the rest again to gain any benefit from it (although the rest will count as a short rest).

At the end of a long rest, a character regains spent Hit Dice, up to a number of dice equal to half of the character’s total hit dice (round up). For example, if a character has nine Hit Dice, he or she can regain five spent Hit Dice upon finishing a long rest. The character may then choose to spend one or more available hit dice to heal. This functions exactly like a Short Rest except the character can spend as many Hit Dice as he has available.

A spell caster who recovers spell slots on a long rest recovers one expended spell slot of each of levels 1-5 on a long rest. He may choose to recover a slot of a lower level in place of a higher level slot. In addition he can recover a single expended slot of 6th level or higher. A Warlock recovers a single expended Arcanum.

A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Sigreid
2017-04-27, 10:12 PM
At high enough level the other martial classes would look with significant envy at the Champion's Survivor feature.

Zanthy1
2017-04-28, 11:15 AM
My DM came up with a way of handling this, because he didn't like the idea of us healing to full on a long rest either (forgetting that we had taken a total of 4 long rests over 19 sessions, but it still works).

Short rests remain unchanged. On a long rest, you spend Hit dice the same as a short rest. After the long rest is completed (full time, so if it gets interrupted nothing), you regain all spent hit dice (which you cannot use until your next short/long rest). This way there is still a chance that our wounds do not fully heal over night, which helps with the role play aspect we feel. Most of the time we heal just fine, but after certain encounters where the party barely makes it out alive, it is kind of cool waking up the next day and still feeling some of the damages.

N810
2017-04-28, 03:07 PM
You will probably end up wit a party that goes on adventures every other day... :roy:

Laurefindel
2017-04-28, 04:22 PM
You will probably end up wit a party that goes on adventures every other day... :roy:

Most likely...

That being said, that is not necessarily a bad thing in itself (it actually work really well with some genres), but I would make sure everyone is on board around the table, because the rhythm will be significantly different from that of a vanilla 5e game.

Malifice
2017-04-28, 10:40 PM
You will probably end up wit a party that goes on adventures every other day... :roy:

The advantage of slower overnight healing and resource recovery is that your quests don't have to all be Cinderella quests needing to be completed by midnight or else [bad thing X] happens.

You can still have quests that are running on that timeline, but you can also have quests running on a two or three day timeline.

If your wizard knows he is only going to get a handful of spell slots back overnight, he is going to be much more judicious with his expenditure of them.

Drackolus
2017-04-28, 10:48 PM
If your wizard knows he is only going to get a handful of spell slots back overnight, he is going to be much more judicious with his expenditure of them.

Bring back the good ol' 1 and 2e wizards who every once in a while launched a super powerful spell and then spent the rest of the time hanging out flinging darts or rocks. Except, now there are cantrips.

Would certainly go a ways towards pushing balance towards martials, who could honestly use it.

Malifice
2017-04-28, 11:11 PM
Bring back the good ol' 1 and 2e wizards who every once in a while launched a super powerful spell and then spent the rest of the time hanging out flinging darts or rocks. Except, now there are cantrips.

Would certainly go a ways towards pushing balance towards martials, who could honestly use it.

The game is balanced well enough at the (6 to 8 encounter) + (2-3 Short rest) per Long rest mark.

The difficulty is in constructing enough adventuring days that hit both of those benchmarks.

Drackolus
2017-04-29, 12:07 AM
The game is balanced well enough at the (6 to 8 encounter) + (2-3 Short rest) per Long rest mark.

The difficulty is in constructing enough adventuring days that hit both of those benchmarks.

You have to either run combats extraordinarily quickly (20 minutes) while chopping out non-combat parts, run a very very long session (10 hours), or split up an adventuring day into multiple sessions.
It's somewhat annoying. No. 3 is probably the best of those.
My group tends to just have 1-3 very difficult combats to compensate, and it works well enough. Long rest casters are quite popular, as you might imagine.

Malifice
2017-04-29, 02:59 AM
You have to either run combats extraordinarily quickly (20 minutes) while chopping out non-combat parts,

No you don't. A session is not an adventuring day.

Don't confuse the two.

Some sessions will involve multiple adventuring days. Some adventuring days will involve multiple sessions.

We are all adults here, and character sheets exist for a reason. You should be recording your resource expenditure at the session progresses.

djreynolds
2017-04-29, 03:34 AM
That's the issue.

The game is designed for 6-8 encounters, could be combat or exploration or social or stealing or whatever... that expends resources and some quick breaks in between

Now I understand and I like to end at the end of the day, just easier for the players... no one wants to wait on a cliffhanger.

So if you want to make changes to suit your table... fine

But remember its your table

Really try as a DM to make travel perilous and difficult... like it is in real life. Say go must get to the castle by such a time and walking at a comfortable pace will not allow you to reach in time.

So you must expended resources to get there. If you push yourself, there is levels of exhaustion possibly, or you must burn through spells, or spend money, or take a dangerous short cut.

Too many times, DMs make the mistake of allowing the players to only expend resources during combat

Make getting there and back again, difficult

Contrast
2017-04-29, 06:02 AM
Other than the obvious of making other sources of healing much more attractive, seems the main thing this does to me is discourage short resting.

If you're damaged and spent all your hit dice healing at the end of your long rest and have none/few left, there's (depending on class) no/limited advantage to short resting. May as well carry on and then long rest again when needed.

This is somewhat addressed by your proposal of changing a short rest to 8 hours and a long rest to 24 but I still might be inclined to buff up your proposed healing kit benefits on a short rest to make it more attractive.

My personal preference is to keep a short rest as is and make a long rest 24 hours and leave the rest as is. As others have said - what are you actually trying to achieve by making these changes?