Healing while resting house rules


Homebrew and House Rules


Hello once more guys, i was wondering if any of you fellow DM's are using any house rules for healing while resting, because my group has been using the full recovery over 8 hours sleep, and i would like to move away from that is it is completely unrealistic. However, i also do not want to slow the pace of the game so much that my players have to rest for 2 days before going out of town. So, what are your house rules on this matter?

The current idea i have is to let players heal:

A)If resting in a completely safe environment, HP healed= 2xConMod x Level

B) If in unfriendly environment, HP Healed = ConMod x Level

Also, a player can have his wounds treated with the heal skill, and thus gain another HP=(Heal Check)


Why haven't your players access to magical healing?


Of course they have, but let's assume that the Cleric's/Oracle's spells are depleted for the day, after 2-3 battles.


Darth Smoke wrote:
Of course they have, but let's assume that the Cleric's/Oracle's spells are depleted for the day, after 2-3 battles.

Well, at that point they rest, the cleric/oracle prepares spells/recover channels and cure them all (reasonably using a small amount of resources): there, they are ready to go.

I play with rules stricter than what you propose (1hp/level normal, 2hp/level total rest) and I can assure you that we have no trouble whatsoever.


Please ignore my last post, internet lag!

If you want to slow the game down to a screaching halt, then don't let the players completely heal and regain spells in an 8 hour period. If there is only one healer in the group and they just came from two or more battles, they need to heal. Sometimes they unintentionally go through one or more battles. I allow full HP and spell restoring within a 8 hour rest period. But, I like to keep the flow of the game moving, its up to your style and if the players agree with it.

There is nothing worse that rolling dice just to roll them to kill time. In the treasure that is provided I will include healing potions and scrolls, but I don't hand them out willy nilly. Also, the group has to find a "safe" place to rest for 8 hours. Not easy in a dungeon etc. They can have a player stand watch while others sleep as well, baracade a door or door way. What do your players want to do?


They don't usually do anything fancy, and we have been using the full heal over resting rule so far to speed things up, but i devised this formula so they come close to full healing, but also having Constitution and Heal Skill play a role, which gives realism to the overall experience.


Why are you trying to add "realism" to a fantasy game? I hope that works for you!


Alex the Rogue wrote:
Why are you trying to add "realism" to a fantasy game? I hope that works for you!

One has to attempt to make the game real. "Real" is the one base line we can all agree on when arguments arise.

Even though it is fantasy, the fantasy has to be believable, if not your mind will keep trying to wake you up from it and you will lose interest.


One has to attempt to make the game real. "Real" is the one base line we can all agree on when arguments arise.

Even though it is fantasy, the fantasy has to be believable, if not your mind will keep trying to wake you up from it and you will lose interest.

Do you also make the players take time to eat, go to the restroom, wash their clothes? That might add realism to and then put everyone to sleep. Healing like regaining spells is a necessary evil and something NO ONE looks forward to. Just keep it short, simple, and move on with the game. There are enough things to keep the speed of the game bogged down, why add more? This is just one man's opinion and you should make your game fun as you and your players see fit...


Darth Smoke wrote:

Hello once more guys, i was wondering if any of you fellow DM's are using any house rules for healing while resting, because my group has been using the full recovery over 8 hours sleep, and i would like to move away from that is it is completely unrealistic. However, i also do not want to slow the pace of the game so much that my players have to rest for 2 days before going out of town. So, what are your house rules on this matter?

The current idea i have is to let players heal:

A)If resting in a completely safe environment, HP healed= 2xConMod x Level

B) If in unfriendly environment, HP Healed = ConMod x Level

Also, a player can have his wounds treated with the heal skill, and thus gain another HP=(Heal Check)

Uhh, what's the difference between 2 days of down time to craft a magic item versus 2 days of down time to heal? There are also several prominent skills (craft/profession/perform) that are useful during down time.

Down time in D&D/PF is very common.


I'm a little confused. The basic rules in pf are your level in HP forv hours and I think twice that if able to rest properly for 24. Its agonizingly slow in context of the pace of the game. But honestly its as realistic as you can expect from a game.

The system proposed is amazingly generous. For many characters it equates to healing to full in 8 hers. The heal check for on the spot hps is in a lot of cases better than spells til higher level.

Really there is no reason to be generous, your encouraging your players to not have any understanding of resourse management. they should be able to last 3-4 battles before needing to rest and if they are not fully healed after its up to the healers to do their job.

Anyhow ultimately its your game but lvl 5 fighters don't need to be healing 30-40 hps in 8 hours of rest.


Alex the Rogue wrote:

One has to attempt to make the game real. "Real" is the one base line we can all agree on when arguments arise.

Even though it is fantasy, the fantasy has to be believable, if not your mind will keep trying to wake you up from it and you will lose interest.

Do you also make the players take time to eat, go to the restroom, wash their clothes? That might add realism to and then put everyone to sleep. Healing like regaining spells is a necessary evil and something NO ONE looks forward to. Just keep it short, simple, and move on with the game. There are enough things to keep the speed of the game bogged down, why add more? This is just one man's opinion and you should make your game fun as you and your players see fit...

Like any other ordinarily mundane activity, the normal "unmentioned" stuff that people do can be turned into a plot device. For example:

What if the party's food supplies run out or are destroyed or stolen and they cannot buy or hunt for more?

What if a meal recently partook was poisoned or spoiled and causes stomach distress right in the middle of a fight "on death ground", such as the defense of a keep or a bridge against overwhelming enemies? Comic relief for certain...

What if the party has just returned from a weeks-long ordeal of clearing out the worst of the muck and filth of a lair of deadly creatures that has been terrorizing the local villages, and a cadre of high-ranking nobles has just come into town for a visit? Meeting the nobles will win a great reputation for the PCs, though the nobles may be averse at first to even sharing the same room with some fairly shaggy and fetid folk.

A plot device is only as boring as you allow it to be.


Matthew, I'm afraid I don't see them as plot devices- I see them as annoyances.

Some of it depends on PC level.
Both food and water as easy as heck to come by magically after say level 2-3, 5 at the outside. If you keep making ita problem the PC's will just solve it permanently.

Create Food and Drink is a 3rd level cleric spell as well, each casting gives enough food for 15 people or 5 horses at the minimum level to cast it and the food lasts all dang day if not eaten.

Or they can turn that spell into a spoon that feeds the party indefinately for 2700 gold if said cleric botheres to take craft wonderous item.

This also eliminates their food being poisoned- if you do it often enough for it to become annoying they'll just always eat their own magically prepared food and solve that issue permanently too.

Sure, once in a blue moon its nice to remember the petty stuff, but really- penalizing the PC's because you refuse to give them time to bathe?

I'm trying to figure out how this would play out in actual game time:

the PC's return all stinky and yucky and you inform them some uppity nobles are coming. They say they are going to bathe and you tell them there's not enough time. so..uh.. ok, they get hosed.
Because.. you decided to hose them- not because of any decision they made.
Or they say they go bathe first and you say ok and the rest goes off without a hitch- and its not a plot device at all just a blip in the story line. (not saying its a bad blip in the story line, just missing where it matters either way)
Or is there supposed to now be some adventure in bathing before the guys get there?
Reminds me of a 3pp cantrip I read called Hygiene that basically cleaned you completely as a standard action. Absolute roll in the mud dirty to squeaky clean fresh outta the bath- clothes and all- in 6 seconds.

I guess everyone has their own definition of fun.. and that may be yours, but bathtime adventures really aren't mine.

-S


This is why wands of cure light wounds were born.


I say leave it at character level/8 hours of rest, but also add Con bonus on top of this (for that touch of "realism"). It's always bothered me to no end that the big burly fighter or barbarian actually heals more slowly than the wizard or sorcerer by virtue of having less hit points.

Alternately, you can just say everyone is fully healed after a indeterminate amount of time has passed. There's really no need to be so precise.

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