A lot of people view hit points more like fatigue points. For them, the only blow that actually lands to deal damage is the final blow that lowers the PC to 0 hit points. That can easily be explained in an 8 hour rest by bandaging and medicating the wound so that the player is rejuvenated in the morning. That is... if you're trying to go for realism.
I like the idea of a battered a bruised group with cuts and wounds all bandaged entering a town for their first well deserved long rest after a night of exploring a dungeon, so I prefer the idea that each set of damage is a new wound. Given the magical nature of the game in general, I just assume adventurers are pretty healthy in that they can bandage and heal wounds to the point that HP is back to max. Of course, flavor text in the next battle can easily result in an old wound opening up again.
First, in your case I would use the optional rule that a short rest is a period of 8 hours, while a long rest is a week.
If you want to introduce the Medicine check as a factor, I am thinking of a Medicine check (made by a party member) against a DC equal to 10 + number of Hit Dice you want to regain. If you succeed, you regain hit points rolling that number of hit dice + CON modifier. If you fail, you can regain hit points only equals to your CON modifier.
I think the Long Rest already covers the idea of coming back from the brink of death by only allowing you to restore half of your hit dice. Chances are, if the players are that low on health, they'll spend all of their hit dice to heal themselves to as full as possible (just in case the rest is interrupted by combat). So, they'll be at full hit points, but they'll be lower on their hit dice.
But, if you still think they are getting too much back, you could rule that they only get hit points back equal to the maximum roll on the hit dice that they receive during the rest. So if they are a level 5 fighter, they get 2d10 hit dice back on a long rest, so let them also heal for 20 hit points. You could also choose to let them get their Constitution modifier to each die if you want - it makes more sense to include it imo.
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
That's why I stress "Hit Points" vs. health. If you look at the sword fight scene from the Princess Bride, that gives the general idea of Hit Points. I think there could be a metric added for actual damage, for example a nat 20, or failed save would be damage that couldn't be recovered by a long or short rest alone.
So i need to reimagine the system for healing done while resting
quite frankly i find it stupid to heal up from the bring of death in 8 hours of rest
but i need some help to come up with a good solid system for healing while resting
it would be great if it could incorporate the medicine skill so that it is a useful skill you actually want in the party
there is a reason why all soldiers in modern armies have first aid kits and first aid skills
A lot of people view hit points more like fatigue points. For them, the only blow that actually lands to deal damage is the final blow that lowers the PC to 0 hit points. That can easily be explained in an 8 hour rest by bandaging and medicating the wound so that the player is rejuvenated in the morning. That is... if you're trying to go for realism.
I like the idea of a battered a bruised group with cuts and wounds all bandaged entering a town for their first well deserved long rest after a night of exploring a dungeon, so I prefer the idea that each set of damage is a new wound. Given the magical nature of the game in general, I just assume adventurers are pretty healthy in that they can bandage and heal wounds to the point that HP is back to max. Of course, flavor text in the next battle can easily result in an old wound opening up again.
Just a few things to think about.
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First, in your case I would use the optional rule that a short rest is a period of 8 hours, while a long rest is a week.
If you want to introduce the Medicine check as a factor, I am thinking of a Medicine check (made by a party member) against a DC equal to 10 + number of Hit Dice you want to regain. If you succeed, you regain hit points rolling that number of hit dice + CON modifier. If you fail, you can regain hit points only equals to your CON modifier.
but how would you have it work? every 10% hp you get a some exhaustion starting from the button so to speak?
0-10% = exhaustion lvl 5
11-20% = exhaustion lvl 4
and so on
that way if you can keep people above 50% hp they dont suffer too much and maybe medicine can reduce 2 lvls of exhaustion per rest instead of 1?
I think the Long Rest already covers the idea of coming back from the brink of death by only allowing you to restore half of your hit dice. Chances are, if the players are that low on health, they'll spend all of their hit dice to heal themselves to as full as possible (just in case the rest is interrupted by combat). So, they'll be at full hit points, but they'll be lower on their hit dice.
But, if you still think they are getting too much back, you could rule that they only get hit points back equal to the maximum roll on the hit dice that they receive during the rest. So if they are a level 5 fighter, they get 2d10 hit dice back on a long rest, so let them also heal for 20 hit points. You could also choose to let them get their Constitution modifier to each die if you want - it makes more sense to include it imo.
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
That's why I stress "Hit Points" vs. health. If you look at the sword fight scene from the Princess Bride, that gives the general idea of Hit Points. I think there could be a metric added for actual damage, for example a nat 20, or failed save would be damage that couldn't be recovered by a long or short rest alone.
Short rest: someone has to make a Medicine check (DC = 4+number of Hit Dice to be spent).
Long rest: spend Hit Dice without Medicine check or recover spent Hit Dice or recover spell slots, but not more than one.
This has the effects of
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this is actually pretty close to what im looking for
basicly im gonna run with
short rest restore abilities as normal
short rest can restore hit dice but you need a succesful medicine check 10+number of hit dice to rstore
long rest restore your max hit dice (rolled) or full hp with a succesful medicine check dc 10+missing hp devided by your hit dice size rounded up