Presented for your consideration, a House Rule to supplement a low-magic, gritty campaign setting wherein HP are interpreted as significantly more than physical damage, ie the ability to avoid damage etc.
Natural Healing
Given adequate food, water and a full nite’s rest, a character will heal up to 1/2 a hit die per night plus the character’s level and any bonus for high constitution. Thus a 3rd level warrior with 16 Con would recover 7-11 hp after a full nights rest with adequate food & water, [1-5 (1/2 of d10 hit die) +3 for level +3 for Con bonus]. Furtherto, a full day of rest, ie a 24 hour period with adequate food&water and 8 hours of uninterrupted sleep, will double the natural hp recovery up to any character’s maximum hp.
Drunken sleep negates natural healing. Sleeping in armour will hamper the affects of natural healing, to wit: hp penalty equal to the armour’s AC value.
Cheers,
Wesley
Natural Healing (C&C)
- Ancalagon
- Level 8: Noble
- Posts: 1689
- Joined: December 5th, 2018, 5:42 pm
- Location: Bellevue, NE
Great to see you on the boards, Deil the Yin!
For the full day of rest with 8 hours of uninterrupted sleep, would the warrior need to be in a safe location (back in town at an inn) or would the mechanic function out in the wild or in a dungeon?
I like the penalty for sleeping in armor. I've run across several players who think its fine and dandy to try sleeping comfortably in a 30 pound byrnie.
Would sleeping off a good single malt negate natural healing?
For the full day of rest with 8 hours of uninterrupted sleep, would the warrior need to be in a safe location (back in town at an inn) or would the mechanic function out in the wild or in a dungeon?
I like the penalty for sleeping in armor. I've run across several players who think its fine and dandy to try sleeping comfortably in a 30 pound byrnie.
Would sleeping off a good single malt negate natural healing?
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan
- Necron 99
- Level 8: Noble
- Posts: 2036
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
Since HPs represent an abstraction, I think it works just fine. In a low-magic setting/adventure reducing the characters to healing 1-2 hps per night, could put a strain on things, but in the end it really comes down to what a GM and group feel works for them. I don't mind the PCs having a slight edge, yet still feel somewhat gritty.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien
Thanks for the replies, lads. I wish I could remember where I got this house rule, or at leasts its inspiration? Might have been from one of the C&C books?
Anyway... I've definitely run with the number-crunching rules lawyers that never take their armour off, and I just can't seem to get away from the gritty style of campaign world. A further reading I hold of the natural healing concept is how stress affects ones physiological health. So to your question, @Ancalagon, IMO the function of this rule would be based on that concept of having a "safe" place to rest as a major factor. So it would not necessarily have to be a specific type of place like the Inn or Tavern, which can be as dangerous as a dungeon in some places. If the characters are resourceful enough, they might readily use their skills to create a haven in the wilderness or dungeon, and I would try to be ready to reward those efforts as the DM.
As for the Single Malt, while it would certainly negate natural healing, it would also bestow temporary HP depending on its quality, of course... ;-)
Cheers!
Wesley
Anyway... I've definitely run with the number-crunching rules lawyers that never take their armour off, and I just can't seem to get away from the gritty style of campaign world. A further reading I hold of the natural healing concept is how stress affects ones physiological health. So to your question, @Ancalagon, IMO the function of this rule would be based on that concept of having a "safe" place to rest as a major factor. So it would not necessarily have to be a specific type of place like the Inn or Tavern, which can be as dangerous as a dungeon in some places. If the characters are resourceful enough, they might readily use their skills to create a haven in the wilderness or dungeon, and I would try to be ready to reward those efforts as the DM.
As for the Single Malt, while it would certainly negate natural healing, it would also bestow temporary HP depending on its quality, of course... ;-)
Cheers!
Wesley
- Ancalagon
- Level 8: Noble
- Posts: 1689
- Joined: December 5th, 2018, 5:42 pm
- Location: Bellevue, NE
Emphasis mine.Deil the Yin wrote: ↑March 12th, 2020, 10:06 pm Thanks for the replies, lads. I wish I could remember where I got this house rule, or at leasts its inspiration? Might have been from one of the C&C books?
Anyway... I've definitely run with the number-crunching rules lawyers that never take their armour off, and I just can't seem to get away from the gritty style of campaign world. A further reading I hold of the natural healing concept is how stress affects ones physiological health. So to your question, @Ancalagon, IMO the function of this rule would be based on that concept of having a "safe" place to rest as a major factor. So it would not necessarily have to be a specific type of place like the Inn or Tavern, which can be as dangerous as a dungeon in some places. If the characters are resourceful enough, they might readily use their skills to create a haven in the wilderness or dungeon, and I would try to be ready to reward those efforts as the DM.
As for the Single Malt, while it would certainly negate natural healing, it would also bestow temporary HP depending on its quality, of course... ;-)
Cheers!
Wesley
So if I'm reading you correctly, a safe place to rest could equate to more relaxed / stress free quality of sleep. I get that. Having been stressed out on more than one occasion, said condition does mess with the quality of sleep.
Perhaps a couple of rounds of good Single Malt could bestow d3 additional HPs before a battle.
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan
Ancalagon wrote: ↑March 14th, 2020, 7:57 pmWorthy of consideration indeed!Deil the Yin wrote: ↑March 12th, 2020, 10:06 pm
Perhaps a couple of rounds of good Single Malt could bestow d3 additional HPs before a battle.
- Ancalagon
- Level 8: Noble
- Posts: 1689
- Joined: December 5th, 2018, 5:42 pm
- Location: Bellevue, NE
IIRC there may be something in the AD&D DMG about that issue that may be worth a peek if you've not already found it.
And on a somewhat related note, I received a surprise gift today: a bottle of Cragganmore Distillers Edition, Speyside Single Malt, Double Matured. It was distilled in 2005, aged in Port wine cask-wood, and bottled in 2018. I think I may open this one at the next game session and those interested can have a taste with me. Might give an XP bonus to those who accept the invitation. :wink:
And on a somewhat related note, I received a surprise gift today: a bottle of Cragganmore Distillers Edition, Speyside Single Malt, Double Matured. It was distilled in 2005, aged in Port wine cask-wood, and bottled in 2018. I think I may open this one at the next game session and those interested can have a taste with me. Might give an XP bonus to those who accept the invitation. :wink:
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan