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5e Minus... A Lot

🕑 Added 2025-04-22 12:00:21 +0000 UTC

Comments

Robert Erik Blank

Trying to force nonmagical healing into a game where healing sources are abundant seems like an unnecessary headache. Even first edition modules had magic pools of water where if you take a turn to drink from it you got back hit points--and the pool was just sitting there in a room of the dungeon. Natural healing should take months to a year--far more than a normal group of adventurers have access to in a normal quest. Having players just take a nice nap and pop back up after a day or a week fully healed makes the world feel weird and gamey. I ran a game for some new players where they'd just been savaged by wolves: broken bones, bleeding wounds, and they had to pull back after the fight to bandage their wounds and try to recover. The next morning they were all healed up, right as rain, and the players were flabbergasted--was it some kind of weird magic? No. That's just how the rules work in 5e I told them. They made a face. I made a face. Yeah, I know, I told them. Then we started talking homebrew. Personally I like a world where there's a lot of cheap healing options just in the world around you: plants with magical healing properties, magic glowing crystal formations, blessed springs. Maybe they take longer to work than regular spells and potions which is why you have to hang around them for eight hours and not move around too much. I could buy that. The other option I like is to have a revolving cast of players. One player gets beat up to the point that they're laid up in the hospital for the rest of the adventure, so you make a new character at the same level and give them the resting character's gear. The old character isn't dead and they can come back next adventure, maybe with some fun downtime stories about what happened to them in those months stuck in town. Maybe they fell in love with another patient. Maybe they got a pet. Maybe they heard some rumors. Maybe they found religion. You can get on with the game but it also makes logical sense.

JP

In my 5e campaigns I've had short rests at 8 hours and long rests at a week for a long time. I prefer it immensely over the current 5e rules, it really forces the players to consider when they should stop for a rest and when they should keep pushing. There are few situations ingame where taking a week off won't have a negative impact.


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