Hi, I'm in a campaign where we are using the slow natural healing option from the DMG where you need to use hit dice on long rest instead of just regaining max hp back for sleeping. It would be nice if you could set a setting in the character sheet to prevent the long rest button from updating your current hp automatically. Maybe put it on the home page of the character sheet section. Or a checkbox on the long rest button so that when checked, spell slots and what not are reset, but not current hp...
Variant and optional rules are on the long term roadmap to implement, but core game features and tools are currently a priority. I believe this will likely be addressed at some point, but I wouldn't expect any time soon.
Variant and optional rules are on the long term roadmap to implement, but core game features and tools are currently a priority. I believe this will likely be addressed at some point, but I wouldn't expect any time soon.
That said, going to second the request, simply because other variant rules (variant encumbrance, coin weight, and the like) were implemented somewhere. I don't know if a 'Slow Natural Healing' radio button is easy or hard to implement, but if it's easy, it'd definitely help campaigns running it.
That said, going to second the request, simply because other variant rules (variant encumbrance, coin weight, and the like) were implemented somewhere. I don't know if a 'Slow Natural Healing' radio button is easy or hard to implement, but if it's easy, it'd definitely help campaigns running it.
Those rules were likely implemented due to it being viable to support them at the same time as supporting the core feature. For ignore coin weight, that would be a case likely of just applying a x0 multiplier to the coin weight variable, and for variant encumbrance, a similar solution. Things like spell points, boons etc require a custom system in place that isn't just a modifier on the existing system.
For example, slow healing would require some decoupling of the long rest button from some features but not all and that might cause issues with things that reset on a long rest.
how "not soon" is this as it still hasn't been implemented ?
Undefined "not soon". Not even in the planner "not soon". Will get to it before they stop developing DDB "not soon".
They could suddenly add it to the planner and do it this year, or it could be 3 years away. They don't plan more than like 6 months out and even that is vague and subject to change.
But if one is spending their Hit Dice only after a long rest then, by your assumption, they would get half of them back simultaneously.
Maybe I’m missing something here if not overthinking this.
Edit: Actually, I believe I may be combining “Slow Natural Healing” w/ then “Gritty Realism” rest variant.
It's up to the DMs interpretation of whether you use hit dice before or after regaining half your hit dice back... Our DM gives us our hit dice back before we spend them for hit points. That way if we spent them the previous day, either from the long rest, or from short rests during the day, we'll still have some to heal with.
But if one is spending their Hit Dice only after a long rest then, by your assumption, they would get half of them back simultaneously.
Maybe I’m missing something here if not overthinking this.
Edit: Actually, I believe I may be combining “Slow Natural Healing” w/ then “Gritty Realism” rest variant.
It's up to the DMs interpretation of whether you use hit dice before or after regaining half your hit dice back... Our DM gives us our hit dice back before we spend them for hit points. That way if we spent them the previous day, either from the long rest, or from short rests during the day, we'll still have some to heal with.
Honestly it makes no difference. If you have 4 hit dice and use 3, you will either get 2 back immediately after, or get 2 back immediately before using them again. Either way, you have 3 to heal with next rest.
But if one is spending their Hit Dice only after a long rest then, by your assumption, they would get half of them back simultaneously.
Maybe I’m missing something here if not overthinking this.
Edit: Actually, I believe I may be combining “Slow Natural Healing” w/ then “Gritty Realism” rest variant.
It's up to the DMs interpretation of whether you use hit dice before or after regaining half your hit dice back... Our DM gives us our hit dice back before we spend them for hit points. That way if we spent them the previous day, either from the long rest, or from short rests during the day, we'll still have some to heal with.
Honestly it makes no difference. If you have 4 hit dice and use 3, you will either get 2 back immediately after, or get 2 back immediately before using them again. Either way, you have 3 to heal with next rest.
The order in which you get to use them does make a small difference depending on how many you have available from the previous day. If you've got 4 hit dice, and used them all, but need to heal during your long rest, then you need to take a short rest the next morning to use the 2 hit dice you got back at the end of the long rest or start the day at less than optimal hp. If you roll for long rest healing at the end of the long rest after getting the hit dice back, you'll always have at least half your dice available.
But if one is spending their Hit Dice only after a long rest then, by your assumption, they would get half of them back simultaneously.
Maybe I’m missing something here if not overthinking this.
Edit: Actually, I believe I may be combining “Slow Natural Healing” w/ then “Gritty Realism” rest variant.
It's up to the DMs interpretation of whether you use hit dice before or after regaining half your hit dice back... Our DM gives us our hit dice back before we spend them for hit points. That way if we spent them the previous day, either from the long rest, or from short rests during the day, we'll still have some to heal with.
Honestly it makes no difference. If you have 4 hit dice and use 3, you will either get 2 back immediately after, or get 2 back immediately before using them again. Either way, you have 3 to heal with next rest.
The order in which you get to use them does make a small difference depending on how many you have available from the previous day. If you've got 4 hit dice, and used them all, but need to heal during your long rest, then you need to take a short rest the next morning to use the 2 hit dice you got back at the end of the long rest or start the day at less than optimal hp. If you roll for long rest healing at the end of the long rest after getting the hit dice back, you'll always have at least half your dice available.
Variant and optional rules are on the long term roadmap to implement, but core game features and tools are currently a priority. I believe this will likely be addressed at some point, but I wouldn't expect any time soon.
Absolutely agree with this! It's been awhile as well.
I've been running an online campaign and lacking this variant rule from the DMG is killing a big part of the atmosphere that we go for. And although there are ways around it, most obviously by notating where your hit points are currently at and then rolling hit dice manually and making the adjustments, that's just a pain in the arse. I know it's what we would have to do if we were playing at a physical table, but we're not, so it's a lot more work.
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Shawn D. Robertson
"Deride not the differing views of others, for it is in thoughtful and considerate conversation we find our greatest friends."
Hi, I'm in a campaign where we are using the slow natural healing option from the DMG where you need to use hit dice on long rest instead of just regaining max hp back for sleeping. It would be nice if you could set a setting in the character sheet to prevent the long rest button from updating your current hp automatically. Maybe put it on the home page of the character sheet section. Or a checkbox on the long rest button so that when checked, spell slots and what not are reset, but not current hp...
Variant and optional rules are on the long term roadmap to implement, but core game features and tools are currently a priority. I believe this will likely be addressed at some point, but I wouldn't expect any time soon.
Find my D&D Beyond articles here
Yeah this. Is planned, but not soon.
Understandable answer.
That said, going to second the request, simply because other variant rules (variant encumbrance, coin weight, and the like) were implemented somewhere. I don't know if a 'Slow Natural Healing' radio button is easy or hard to implement, but if it's easy, it'd definitely help campaigns running it.
Please do not contact or message me.
Those rules were likely implemented due to it being viable to support them at the same time as supporting the core feature. For ignore coin weight, that would be a case likely of just applying a x0 multiplier to the coin weight variable, and for variant encumbrance, a similar solution. Things like spell points, boons etc require a custom system in place that isn't just a modifier on the existing system.
For example, slow healing would require some decoupling of the long rest button from some features but not all and that might cause issues with things that reset on a long rest.
Find my D&D Beyond articles here
how "not soon" is this as it still hasn't been implemented ?
Undefined "not soon". Not even in the planner "not soon". Will get to it before they stop developing DDB "not soon".
They could suddenly add it to the planner and do it this year, or it could be 3 years away. They don't plan more than like 6 months out and even that is vague and subject to change.
How would one regain Hit Dice in this Slow Natural Healing variant rule?
Would it be the subsequent long rest?
I assume you get half your hit dice back on long rest same as usual.
The rules can be found here
Find my D&D Beyond articles here
The rule does not answer their question though, which leads me to believe that part is unchanged from normal.
But if one is spending their Hit Dice only after a long rest then, by your assumption, they would get half of them back simultaneously.
Maybe I’m missing something here if not overthinking this.
Edit: Actually, I believe I may be combining “Slow Natural Healing” w/ then “Gritty Realism” rest variant.
It's up to the DMs interpretation of whether you use hit dice before or after regaining half your hit dice back... Our DM gives us our hit dice back before we spend them for hit points. That way if we spent them the previous day, either from the long rest, or from short rests during the day, we'll still have some to heal with.
Honestly it makes no difference. If you have 4 hit dice and use 3, you will either get 2 back immediately after, or get 2 back immediately before using them again. Either way, you have 3 to heal with next rest.
The order in which you get to use them does make a small difference depending on how many you have available from the previous day. If you've got 4 hit dice, and used them all, but need to heal during your long rest, then you need to take a short rest the next morning to use the 2 hit dice you got back at the end of the long rest or start the day at less than optimal hp. If you roll for long rest healing at the end of the long rest after getting the hit dice back, you'll always have at least half your dice available.
Oh yeah, you can still heal on short rests...
Absolutely agree with this! It's been awhile as well.
I've been running an online campaign and lacking this variant rule from the DMG is killing a big part of the atmosphere that we go for. And although there are ways around it, most obviously by notating where your hit points are currently at and then rolling hit dice manually and making the adjustments, that's just a pain in the arse. I know it's what we would have to do if we were playing at a physical table, but we're not, so it's a lot more work.
Shawn D. Robertson
"Deride not the differing views of others, for it is in thoughtful and considerate conversation we find our greatest friends."
~Me~
Boosting this as I too really want this long overdue feature implemented.
+1
+1