Sir_BeerBaron
January 31st, 2018, 22:56
Since picking up 5e earlier in 2017 and being on a hiatus since AD&D (2e) days, the healing/short rest/long rest thing is hard for me to process.
Don't get me wrong, I fully understand how it works. My issue is that I find it far to easy on players especially in later levels - almost video game like. I hate it.
I like dependency on a Cleric, strategy and healing potions and strategy ...and more strategy.
Here is what I have done in regards to the 'healing question' and sent it along to my players-
Hit Dice. You get one of these + Constitution bonus every time you advance a level to determine your maximum hit points. ie. 4th level has 4 hit dice.
Each class has its own die roll - ie. Fighter 10 side die, Cleric d8, Wizard d6, etc.
Fantasy Grounds (FG) sorts this out automatically when you advance. However...
Using the example of a 4th level character, you will also have 4 (at 5th lvl. 5 dice, etc) useable bonus hit dice for the purpose of healing. This is conveniently located at the very bottom of the Main tab of your character sheet. This is where the house rules come in-
Short rest (1hr or more of uninterrupted chill): a character can use 1 bonus hit die + constitution bonus to heal lost hit points. This can be done once per day for healing purposes.
Long Rest (8hr or more of uninterrupted rest within a 24hr period): a character can use a maximum of 2 bonus hit dice + constitution bonus per die to heal lost hit points OR regain two used hit dice. A long rest can only be done once per day.
Resting for 5 full days will recover all damage and hit dice under most circumstances.
All other official long rest/short rest rules still apply.
Now whether you disagree or agree with this approach, my dilemma is actually how does one implement it in FG without mass confusion ensuing. The mechanics baked in to FG clearly do not allow for this type of edit.
Don't get me wrong, I fully understand how it works. My issue is that I find it far to easy on players especially in later levels - almost video game like. I hate it.
I like dependency on a Cleric, strategy and healing potions and strategy ...and more strategy.
Here is what I have done in regards to the 'healing question' and sent it along to my players-
Hit Dice. You get one of these + Constitution bonus every time you advance a level to determine your maximum hit points. ie. 4th level has 4 hit dice.
Each class has its own die roll - ie. Fighter 10 side die, Cleric d8, Wizard d6, etc.
Fantasy Grounds (FG) sorts this out automatically when you advance. However...
Using the example of a 4th level character, you will also have 4 (at 5th lvl. 5 dice, etc) useable bonus hit dice for the purpose of healing. This is conveniently located at the very bottom of the Main tab of your character sheet. This is where the house rules come in-
Short rest (1hr or more of uninterrupted chill): a character can use 1 bonus hit die + constitution bonus to heal lost hit points. This can be done once per day for healing purposes.
Long Rest (8hr or more of uninterrupted rest within a 24hr period): a character can use a maximum of 2 bonus hit dice + constitution bonus per die to heal lost hit points OR regain two used hit dice. A long rest can only be done once per day.
Resting for 5 full days will recover all damage and hit dice under most circumstances.
All other official long rest/short rest rules still apply.
Now whether you disagree or agree with this approach, my dilemma is actually how does one implement it in FG without mass confusion ensuing. The mechanics baked in to FG clearly do not allow for this type of edit.