Quote:
Originally Posted by Joe
True. Though I've found this particular mechanic quite limiting narrative-wise, in that if I don't want the characters to heal quickly, for whatever reason, I can't allow much time to pass in the narrative, since then it becomes really hard to justify saying "no, you didn't get a chance to take a long rest".
|
Even in first edition, a party with a cleric is unlikely to spend more than a couple of days to reach full health. In third edition, wand of CLW spam means full health after every encounter is the norm and what matters is spell recovery, not hit point recovery. Really, if you want lasting injuries in any edition of D&D, you have to prohibit resting.