WinterSoldier7
April 1st, 2021, 13:28
Hello all,
My group and I have homebrewed the healing mechanics slightly, for our sessions, to help with balance.
The campaign involves a lot of travelling with mini-battles between points A and B. To prevent people from spamming their most powerful actions and reclaiming them after long rests, our new rules say that you can only short rest on a journey and long rest at any taverns/ beds they find. This has worked really well, with long journeys across the country now requiring skill and health management, or forcing them to seek out nearby taverns which might slow down their progress to wherever they need to be.
As we lean into this, we've been thinking it might be interesting to have the Long Rests not suddenly heal full HP, but possibly heal a fraction - the aim being that when they do find a tavern, they may need to spend more than one day of rest to fully heal. This is important because time is an important factor in the campaign; the decision between a few extra days healing at a tavern or getting back onto the road ASAP is an interesting one.
Therefore, I ask everyone, do you have any suggestions on how we could approach the Long Rest healing? I have some thoughts below, but maybe someone has their own, better, system?
- No heal (only health potions and healers/ Hit Dice)
- I want to avoid a healer healing everyone and then Long Resting their skills back, so negating the whole point of this
- Fractional healing (quarter of their total health per LR?
- Dice roll (D20 per LR?)
- Heal full value of one Hit Dice per LR?
Any other thoughts?
My group and I have homebrewed the healing mechanics slightly, for our sessions, to help with balance.
The campaign involves a lot of travelling with mini-battles between points A and B. To prevent people from spamming their most powerful actions and reclaiming them after long rests, our new rules say that you can only short rest on a journey and long rest at any taverns/ beds they find. This has worked really well, with long journeys across the country now requiring skill and health management, or forcing them to seek out nearby taverns which might slow down their progress to wherever they need to be.
As we lean into this, we've been thinking it might be interesting to have the Long Rests not suddenly heal full HP, but possibly heal a fraction - the aim being that when they do find a tavern, they may need to spend more than one day of rest to fully heal. This is important because time is an important factor in the campaign; the decision between a few extra days healing at a tavern or getting back onto the road ASAP is an interesting one.
Therefore, I ask everyone, do you have any suggestions on how we could approach the Long Rest healing? I have some thoughts below, but maybe someone has their own, better, system?
- No heal (only health potions and healers/ Hit Dice)
- I want to avoid a healer healing everyone and then Long Resting their skills back, so negating the whole point of this
- Fractional healing (quarter of their total health per LR?
- Dice roll (D20 per LR?)
- Heal full value of one Hit Dice per LR?
Any other thoughts?