|Just sleep it off, Boromir.|
When I discussed this before, I put forth Vorpal Chainsword-approved(tm) alterations to the standard healing rules that will bring your D&D healing back into the realm of gritty sanity (for fantasy). For reference, here were my changes to the "Short Rest" and "Long Rest" functions in the new 5th edition D&D:
5e Vorpal Chainsword "Breather" = 1 hour rest. No special benefits. Take a breather, plan your next move, whatever.
5e Vorpal Chainsword "Overnighter" = 8 hour rest. Character can spend hit dice up to their level to 'fast heal' their hit points, as the 5th Edition 'Short Rest' rules. If the player doesn't spend any of these magic hit dice then they regain hit points equal to their level. Just like Tymora intended.
Well, now that I've got the new 5th edition Dungeon Master's Guide (DMG) I can say with great approval that they not only were aware of their coddling in the PHB, but gave/suggested to the Dungeon Master rule alterations very similar to what I suggested above.
|Hmm, that looks strangely familiar. I'm either prophetic, or I should check my office for hidden cameras...|
They also added a couple more rules that I hadn't considered but really like. First, that using the free hit dice healer-boost option requires the expenditure of Healer's Kit materials.
|Finally, more function out of a Healer's Kit than just stabilizing the rogue.|
The second new rule option is extending the rest durations out significantly:
|NOW we're getting Old-School up in this!|
I take issue with that second opinion paragraph of that optional rule however, where it says "It's a good option for campaigns that emphasize intrigue, politics, etc." I disagree. This is a good option for making dungeons awesome, not engaging the local community theater. Let the Storyteller gamers engage in political maneuvering and intrigue with King's vizier, this is D&D. If the PCs need to help a local noble win out over a rival, then I guarantee in my game it is going to involve the players being hired by said noble to seek out an ancient family heirloom hidden somewhere inside the Crypt of the Faceless Terrors. This rule just makes it make it more realistic when the players press the noble for a bigger reward before they get started (and probably some up-front money to buy extra Healer's Kits).
|You want HOW MUCH GOLD up front just to investigate the rat problem in the Old Mill?!|