How do you all run sleep to heal and or avoid TPK?


Advice


Some advice please...

Is it possible to run sleep as a mechanism to effectively heal a party? My issue is that 8 hrs = 1hp, which is enough to bring PCs back from the brink, but little else. Also - during this time - would you run a dice roll for a random monster encounter? (To balance the mechanic). In which case - sleep might actually aggravate the dire need for healing.

Further still - what do you do if the party is only half way through a dungeon crawl (for example), and it's clear that they need to heal/replenish stocks etc.

Would you let them leave to replenish supplies, and partially restock the dungeon or alter the scenario in some way to re-balance the game?

Just looking for suggestions to avoid TPK if it starts to look like a certainty without nerfing the rest of the encounters. At least if the party have to leave and heal/replenish supplies I can impose a financial penalty.

Any suggestions?


I dont accelerate healing on sleepnig. Why shouldent they be allowed to leave and come back. Of cause if some one is in the dungeon that will react accordingly. There is a myriad of magic things as well as a few skill things that can be done to improved healing. Yes if i belived in random encounters i would Roll for one also when the party was sleepnig and wounded.


One thing you could consider is informally differentiating between Hit Points as wounds and Hit Points as abstracted mechanism representing fighting ability, stamina, luck, or whatever. (the variant Wounds / Vitality system does this more formally).

If the PC has <10HP, they heal at the 1hp per night rate. (these represent real wounds)
Otherwise, the PC heals at Level+CON per night's rest.

This is obviously House Rule rather than Rules clarification, but if you're having an issue with TPK and don't have enough healers in the party, this is a middle-ground.

Sovereign Court

Most healing comes from healing spells; in practice resting is more important for regaining (healing) spells than it is for natural healing. At least with regards to normal damage; ability damage is a bit different. At low levels spending a Lesser Restoration is a significant price to pay.

When you design a dungeon you should consider if it's likely that a party can do it in one run. This assumes the party is reasonably thrifty with spells and such; they don't waste all spells on the first fight, but they don't hold back when needed either.

If the party's going into a multi-day dungeon, ideally they knew that beforehand by doing some pre-delve research, asking for rumors etc. That means they could make some preparations for hiding a camp, finding a spot outside the dungeon to hide etc.

Obviously having guards at night is essential. It's good to know that you don't need to sleep 8 hours continuously to regain spells or health, just 8 hours in total. Also important is to know what armor you can wear while sleeping (usually Light, unless you have the Endurance feat). It may be worth having a "pyjama" armor for the fighters in case they need to fight in the middle of the night. A chain shirt is better than nothing, even if you normally fight in fullplate.

Wandering monsters: depends a lot on how well they set up their camp. As a player you should always be aware of that risk. But if the camp is well-hidden, you might get by safely.

Restocking the dungeon: this is the BIG reason players should be trying to clear the dungeon in a single run. If they don't the dungeon is likely to go on full alert and maybe send out scouting parties to locate the PCs' camp.

Of course there are also "megadungeons" that are impossible to do in one run, or even five; like an entire ruined city. But these tend to have "districts" that are somewhat segregated. If you alert one district, the others won't react immediately. And they often have a lot of hiding places or even fortificable spots for a semi-permanent base camp for the PCs.


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Remember that it is only at level 1 you heal 1 hp pr nigth.
"Natural Healing: With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night."


If you're looking for advice rather than direct rules, this should probably be in the advice forum.

That said, I run sleep as a full heal. Afterall, casters get all their spells back, why should HP be any different? In my experience, nothing is gained by making sleep the most worthless form of healing, and making it a fresh start makes sure that each new day really is a new chance.

Then again, what works best for your game will depend on playstyle. If you're running a gritty survival focused game, the natural healing rules will help you immensely by making sleep something you do not to be punished rather than for any benefit. If you're running a more high fantasy game, making a good night's rest the cure to a day's ills keeps everybody ready to have the frequent heroic escalation. For something in between, healing Con modifier + HD (+ maybe 1d8) might work best.


Pathfinder Lost Omens Subscriber

Healing does alright when traveling for several days at a time. Currently my party is relying on this, and while there have been some close calls due to low hp at the start of battle, they are managing. though they recently fell into a healer so, that went away quick and now they're killing things daily.

also, if it's entirely the parties fault for not getting sufficient resources and/or they threw all their cure light wounds potions at a zombie, then they have to face the realistic choice of going onward or turning around themselves. Then things will happen to the dungeon. they might even need to fight their way out.


Healing is 8 hrs = 1hp PER LEVEL and it is kinda fun to run party without healer but i dont think advanture paths are very suitable for this.


8hrs sleep regains 1hp per HD (equal to level, mostly, in a PC's case). In my group we have a houserule that we also add Con to the regeneration.
But no, it's not a viable healing method, you will need some other way other than that.

And I would let them leave the dungeon if they wanted, don't railroad them and say "you can't leave!". I would alter the senario when they get back and not just let them pick up where they left, because that makes no sense. I wouldn't restock enemies, like if they respawned. I would adapt the rest, say if it is inhabited by semi-intelligent beings or straight out intelligent, they would know that some of their guys where killed and adapt their strategy to that. Set more traps and such.
It doesn't need to be re-balanced, they already did a part of what they "had" to do. If you restock to an equal level of resistance they'll just have to leave again to restock their supplies.
If you don't want them to leave, make it a scenario where they them selves don't want to leave.


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The Heal skill's Long-Term care action (DC 15) is a huge boon for this. For an 8 hour rest, it brings the party up 2 hp/level (double the normal rate). The trade off is that the caregiver can't rest while the others do. One caregiver CAN treat up to 6 patients at a time. This trade-off has variable effects on the party, depending on who was the caregiver. The effects of a lack of sleep is not really in the core rules, but it has been described in other publications (AP's, if I recall). In short, the character that goes a day without sleep has to make a DC 15 fortitude check, failing results in the character being fatigued. For each day without sleep, the DC increases by 1. If already fatigued, a failure results in the exhausted condition. 1 Hour of sleep will reduce Exhausted back to fatigued, but the fatigued will not go away until the character gets 8 hours of sleep. I've seen houserules that allow the Endurance feat's +4 check modifier to be applied to this fortitude save for lack of sleep as well, though that is not in the core rule.

Ideally, the caregiver would be one that has limited impact from the fatigued condition (Str and Dex penalties), and it really can't be an arcane spellcaster, as they'd be unable to recover spells. Clerics, Druids and other divine casters can recover spells without rest. It also helps if the party has 2 healers, so they can trade off duties every other day.

Can this heal skill alone get the party back to full power? Not likely, but it does reduce the magical healing demand considerably.

Of course, the best way to avoid a TPK, is to make sure the party realizes that to survive, occasionally, it's wise to run away.

Lesser restoration can also remove the fatigued condition, though it will not reset the 'days without rest', so the cumulative fortitude checks will continue growing. At worst, though, this results in a tax of a 2nd level cleric spell/day to double natural healing at night. Lucky rolls on the daily fortitude save avoids having to burn the spell.


Fantastic. Thanks everyone - gotta love the Pathfinder Community!

Ok - so to amalgamate all the advice - here's what I'm going to run:

Advise to establish a base camp nr. Dungeon for total extraction in case of an emergency.

Have a mod at the ready that will include the odd posted sentry/trap to compensate for an 'alert' status in the dungeon. (Perhaps with an ambush at the entrance)

Ditto a bespoke random encounter table based on survival/stealth skills on making a hidden camp.

Forgot that sleep would likely re-gen magic/Devine abilities - so that helps.

Heal long term care is also helpful.

Great!

I wanted to run a fairly gritty scenario - so this strikes the right balance for me. Lots of other great advice here (re. Larger campaigns and dungeons etc).

Apologies if this is posted in the wrong section.

I'm new here :)

Thanks again to all of you that posted.


Nunkeymutts wrote:

Some advice please...

Is it possible to run sleep as a mechanism to effectively heal a party? My issue is that 8 hrs = 1hp, which is enough to bring PCs back from the brink, but little else. Also - during this time - would you run a dice roll for a random monster encounter? (To balance the mechanic). In which case - sleep might actually aggravate the dire need for healing.

Further still - what do you do if the party is only half way through a dungeon crawl (for example), and it's clear that they need to heal/replenish stocks etc.

Would you let them leave to replenish supplies, and partially restock the dungeon or alter the scenario in some way to re-balance the game?

Just looking for suggestions to avoid TPK if it starts to look like a certainty without nerfing the rest of the encounters. At least if the party have to leave and heal/replenish supplies I can impose a financial penalty.

Any suggestions?

It might be easier to make smaller dungeons.


Kimera757 wrote:
Nunkeymutts wrote:

Some advice please...

Is it possible to run sleep as a mechanism to effectively heal a party? My issue is that 8 hrs = 1hp, which is enough to bring PCs back from the brink, but little else. Also - during this time - would you run a dice roll for a random monster encounter? (To balance the mechanic). In which case - sleep might actually aggravate the dire need for healing.

Further still - what do you do if the party is only half way through a dungeon crawl (for example), and it's clear that they need to heal/replenish stocks etc.

Would you let them leave to replenish supplies, and partially restock the dungeon or alter the scenario in some way to re-balance the game?

Just looking for suggestions to avoid TPK if it starts to look like a certainty without nerfing the rest of the encounters. At least if the party have to leave and heal/replenish supplies I can impose a financial penalty.

Any suggestions?

It might be easier to make smaller dungeons.

To be honest - it's a pretty small module (Fallen Fortress) - but because the characters are all level 1 (and inexperienced) things can get a bit volatile.

I want the party to run the very real risk of dying. I'm getting back into RPG after loosing touch with them in the mid 80's - and in 1st Edition Basic, death was a constant and regular part of the game. In some respects this was great - and levelling up was a real achievement. The drawback was the constant disruption to game flow/narrative.

I'm trying to keep the threat real (and separate the experience from Skyrim style reload) - but offer a few safety nets for the cautious/inexperience low level players.

Scarab Sages

DarkPhoenixx wrote:
Healing is 8 hrs = 1hp PER LEVEL and it is kinda fun to run party without healer but i dont think advanture paths are very suitable for this.

Remember, it is a DC 15 Heal check to double this.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

And don't forget this:

Quote:
Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.


Honestly, if my players don't bring enough healing and die to random encounters then so be it.
Almost all of the MAD classes can heal, and some of the most powerful classes in the game are capable of healing quite well.

Kill them. Kill them ruthlessly. Kill them without mercy. Kill them fairly. Or, should I say, incapacitate them.

There is a common misconception that people get "killed" by random encounters. No, instead think about what the random encounter's goal is in attacking the players.

If they are bandits they could strip these fools of all their worldly belongings, and either force them to aid them against a caravan or send them on their merry way so that these fool hardy adventurers can return some day to contribute more loot with their lack of foresight.

Being captured by bandits means the PCs have to break out of "jail" and escape into the night. Them and their gear will be separated, of course, and if they wish to risk it they can try to get it back.

Being defeated by predatory animals means roll randomly and that person is dinner. The predators likely follow the party and attack them each day they are not in town since, hey, there is at least four meals in there.

Then again, maybe the PCs run across a goodly Druid or ranger who offers them goodberries and shelter, albeit at a price: he wants their help on something.

If someone took Rich Parents and Chosen Child then they could afford 32 Potions of Cure Light Wounds after budgeting 200 gp for gear. After that it is just about handing them out for 50 gp a pop or "loaning" the other PCs 50 gold in the form of the potion.

They didn't bring healing. They are probably going to die because of that. Lesson hopefully learned for the future.


For healing from rest I do the 8 hours of rest gives a PC back 1 hit point per level plus CON bonus.


The answer is give them a wand of cure light wounds. Surely at least one person in the party can use it. Alternatively, a wand of Infernal Healing works well too for wizard/sorcerers.


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Taku Ooka Nin wrote:

Honestly, if my players don't bring enough healing and die to random encounters then so be it.

Almost all of the MAD classes can heal, and some of the most powerful classes in the game are capable of healing quite well.

Kill them. Kill them ruthlessly. Kill them without mercy. Kill them fairly. Or, should I say, incapacitate them.

There is a common misconception that people get "killed" by random encounters. No, instead think about what the random encounter's goal is in attacking the players.

If they are bandits they could strip these fools of all their worldly belongings, and either force them to aid them against a caravan or send them on their merry way so that these fool hardy adventurers can return some day to contribute more loot with their lack of foresight.

Being captured by bandits means the PCs have to break out of "jail" and escape into the night. Them and their gear will be separated, of course, and if they wish to risk it they can try to get it back.

Being defeated by predatory animals means roll randomly and that person is dinner. The predators likely follow the party and attack them each day they are not in town since, hey, there is at least four meals in there.

Then again, maybe the PCs run across a goodly Druid or ranger who offers them goodberries and shelter, albeit at a price: he wants their help on something.

If someone took Rich Parents and Chosen Child then they could afford 32 Potions of Cure Light Wounds after budgeting 200 gp for gear. After that it is just about handing them out for 50 gp a pop or "loaning" the other PCs 50 gold in the form of the potion.

They didn't bring healing. They are probably going to die because of that. Lesson hopefully learned for the future.

Exept for the plot hook druid i disagree with the above.

Nunkeymutts wrote:

....

I'm new here :)

Thanks again to all of you that posted.

And welcome.:)


Also remember that a full day's rest heals 2 hp per character level.

Being under the care of a character with the Heal skill doubles the healing rate. (i.e. 2 hp/character level for an 8-hour rest; 4 hp/character level for a full day).

I also houserule that a PC can add his Con bonus to healing for an 8-hour rest, and double the Con bonus for a 24-hour rest.

So, a 10th level character with a 16 Con will gain back 13 hp for an 8-hour rest (23 hp if under care of a healer), or 26 hp for a 24-hour rest (46 hp if under care of a healer).


Artanthos wrote:
DarkPhoenixx wrote:
Healing is 8 hrs = 1hp PER LEVEL and it is kinda fun to run party without healer but i dont think advanture paths are very suitable for this.
Remember, it is a DC 15 Heal check to double this.
Haladir wrote:
Also remember that a full day's rest heals 2 hp per character level.

How do you do long term care if you are sleeping? Granted you could stay up all night to make sure the other PC's get the care but then you dont gain the HP, and depending on your DM, can be fatigued.


Slacker2010 wrote:
Artanthos wrote:
DarkPhoenixx wrote:
Healing is 8 hrs = 1hp PER LEVEL and it is kinda fun to run party without healer but i dont think advanture paths are very suitable for this.
Remember, it is a DC 15 Heal check to double this.
Haladir wrote:
Also remember that a full day's rest heals 2 hp per character level.

How do you do long term care if you are sleeping? Granted you could stay up all night to make sure the other PC's get the care but then you dont gain the HP, and depending on your DM, can be fatigued.

I discussed it above, and you are correct, the one providing the care cannot take advantage of it, and also can't sleep. With no sleep, there's a CHANCE of being fatigued the next day (DC 15 fortitude save). Ideally, the party doesn't get out of the dungeon with EVERYONE on death's door. That said, there should always be at least two people in the party that are capable of SOME sort of healing (either magical, or Heal skill).

And I don't agree with adding the CON in. I prefer my game-time to move slower. If you think about the rate of experience gain a typical character receives in many 'fast healing' campaigns with little to no downtime, someone is going from a rookie at age 18, to a veteran at age 19, and a master at age 20. It's pretty ridiculous when you actually count up the days. What's wrong with the party having to hole up in a tavern for a few days. It's not like the table time is any slower this way, and the ones that aren't as wounded have time for other activities while chilling in town.

Having quick/easy healing in the game makes the players care less about HP until they get <10. If, however, ANY damage is going to result in less efficient dungeon crawling, due to greater resting required, the play gets a little more cautious - which I feel is a good thing.


I've seen little issue. One night's rest is one hit point per level. Rotate a watch and you should be fine. If you're a small party, hire someone to rotate watch with or procure a guard dog or two (or a wand of alarm).


Cap. Darling wrote:
Then again, maybe the PCs run across a goodly Druid or ranger who offers them goodberries and shelter, albeit at a price: he wants their help on something.
Exept for the plot hook druid i disagree with the above.

Just think, they get rescued by a Goodly druid enough times and maybe, just maybe, one of them decides that it is likely in their best interests to play a druid or cleric.

If they somehow survive to level 7 advise at least one of them to take a Cleric Cohort.

Also, while we're on the subject of cohorts: they are essentially the same CR as a monster summoned with Summon Monster of the same level.


Pathfinder Adventure Path Subscriber
Nunkeymutts wrote:

To be honest - it's a pretty small module (Fallen Fortress) - but because the characters are all level 1 (and inexperienced) things can get a bit volatile.

I want the party to run the very real risk of dying. I'm getting back into RPG after loosing touch with them in the mid 80's - and in 1st Edition Basic, death was a constant and regular part of the game. In some respects this was great - and levelling up was a real achievement. The drawback was the constant disruption to game flow/narrative.

I'm trying to keep the threat real (and separate the experience from Skyrim style reload) - but offer a few safety nets for the cautious/inexperience low level players.

I find that inexperience kills faster than anything. They may not survive to even worry about resting/camping. Also at level 1, almost everyone is 1 crit from death.

If you want them to have a better chance, have some healing potions spread through the fortress or on the foes they face.

I played this with all level 1's and finished in a couple hours straight. We did not find it too deadly. Granted your experience may be different...


Artanthos wrote:
DarkPhoenixx wrote:
Healing is 8 hrs = 1hp PER LEVEL and it is kinda fun to run party without healer but i dont think advanture paths are very suitable for this.
Remember, it is a DC 15 Heal check to double this.

Yup, and there is funny things like Healy Myrrh.


A common houserule is to add CON modifier to the natural healing. So if it is a home game feel free to add that. It does make sense to me since constitution is directly linked to your hp.


haruhiko88 wrote:
A common houserule is to add CON modifier to the natural healing. So if it is a home game feel free to add that. It does make sense to me since constitution is directly linked to your hp.

While common, I don't agree with this one. It makes more sense to alter the game flow to allow the characters to heal at their natural rate than to artificially inflate that healing rate. Consider a character that is near mortally wounded (or even brought down and stabilized). If he's a d8 character rolling average, he's at 4.5 + CON hp/lvl.

Natural healing: 1 hp/lvl per night; 2hp/lvl full day rest
Tended healing: 2 hp/lvl per night; 4hp/lvl full day rest

This means, that the average d8 character with +0 CON can go from death's door to full battle readiness in < 2 days with medieval level medical care. That is already ridiculously fast. I understand the desire to try to level it out among characters, as a d12 barbarian with high CON is going to take a lot longer to get from unconscious to full health (still only 3-4 days of bedrest), but that barbarian also incurred a LOT more bodily harm that needs to be healed to get him down to zero in the first place.

Its not like in-game resting takes away from at-table playtime. But it does give more of a sense of the impact the combat has on the characters.


If someone is aiding other (successfully) on healing, I'd let them take turns to try and avoid fatigue if needed. I also don't let people tend themselves with this skill (not that it matters if they're up).


Fatigue isn't guaranteed from losing sleep. It's a save, that gets cummulatively harder. Having two natural healers, without aid another, is the best way to avoid the fatigue. they simply alternate nights without sleep. On the occurrence when one does get fatigued, and if it is a class where that actually matters (some just don't matter if STR and DEX get a penalty), then it's a CLERIC 2, DRUID 2, PALADIN 1 spell away to mitigate that. Alternating each day keeps the cumulative saving throw from building up.


Does that doubling of a doubling actually get called out specifically in the Core Rulebook? Because normally any multipliers are additive when it comes to HP. If so, good on you, otherwise its just 3x the bonus.

My games are a fusion of PF and 3.5. 3.5 had a cheap item in the MIC called a 'magic bedroll' that doubled HP healed whie resting in it. It was also cheap enough for a 3rd level character. There is also a tent in there that has the same effect, and stacks. Assuming this isnt PFS and the DM agrees, include these items and get them for the team (they are pretty much 'standard issue' in mine).
If I recall correcty there was also a bard song that did the same, and a spell that summoned an Elysian Thrush (a heavenly songbird) that did the same, but these did not stack with each other. If you dig those up and add it to the heap, it looks a bit like this...

1 (natural) + 1 (Heal skill) +1 (full day rest) + 1 (bedroll) +1 (tent) + 1 (song) == 6 HP / HD healed duing a day of rest. Should top up the casters and bring even the most woeful of martials to around half. (In mine, everyone ends up at full as there are feats, class abilities, and spells with unlimited use heals up to half your maximum that are used before resting, but those are all 3.5 things you likely can't import.) Party healed to full in a day, time for more fun!

Scarab Sages

Arturius Fischer wrote:
Does that doubling of a doubling actually get called out specifically in the Core Rulebook? Because normally any multipliers are additive when it comes to HP. If so, good on you, otherwise its just 3x the bonus.

The amounts are specified, I am the one who used term "doubles" while paraphrasing the actual rules.


Arturius Fischer wrote:
Does that doubling of a doubling actually get called out specifically in the Core Rulebook? Because normally any multipliers are additive when it comes to HP. If so, good on you, otherwise its just 3x the bonus.

The heal skill doesn't 'double' the healing rate, mechanically, it replaces it. It specifically states under long term care, that the patient heals 2 hp/lvl for an 8 hour rest, and 4 hp/lvl for a full day of bedrest. (As opposed to the normal 1 and 2, respectively)

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