Never said only way to heal is through magic. I posted above somewhere, that there should be a different system...maybe lvl based HD rolls to regain HPs, rather than full health, and with help of a medic improve those rolls. This still heals people if there is no magic healing, but they dont come back to full health from near death. I am considering the extreme, a high lvl character healing from 1HP to 200, im not thinking low lvl characters. Cant write rules without considering the extreme possibilities
Never said only way to heal is through magic. I posted above somewhere, that there should be a different system...maybe lvl based HD rolls to regain HPs, rather than full health, and with help of a medic improve those rolls. This still heals people if there is no magic healing, but they dont come back to full health from near death. I am considering the extreme, a high lvl character healing from 1HP to 200, im not thinking low lvl characters. Cant write rules without considering the extreme possibilities
Why would a high level character going from 1 to 200 be any different than a low level character going from 1 to 8? So far as I'm concerned, they're both equally injured at 1 hp. If anything, the high level character should recover to full quicker than the low level character.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Never said only way to heal is through magic. I posted above somewhere, that there should be a different system...maybe lvl based HD rolls to regain HPs, rather than full health, and with help of a medic improve those rolls. This still heals people if there is no magic healing, but they dont come back to full health from near death. I am considering the extreme, a high lvl character healing from 1HP to 200, im not thinking low lvl characters. Cant write rules without considering the extreme possibilities
Why should it be different for a high or low level character? Why should it take a Barbarian longer to recover from nearly dying than it takes a Wizard to recover from nearly dying?
How I generally look at hit points is the more you have the better you are at turning a more serious wound into a less serious one. You are still getting hurt, a injection poison working on a dagger hit does not make any sense if the dagger didn't stab you. But it was a grazing wound, you toughed out the poison. But you are still just a human(elf etc) who dies when at 0 hit points. When you have 100 hit points you aren't 10 times more durable than the 10 hit point character, you are really taking 10 times less damage. More hit points is just a easier way to math that out in the game. As you are still roughly the same size sack of meat. So I think of short rest/long rest recovery as you are always healing the same amount whether level 1 or level 20 as its healing a %. A hit die spent at level 1 is putting all your effort into recovery, a hit die spent at level 10 is putting a smidgen of your effort into healing while at your short rest.
Hit points are not meat points. It's not the amount of blood in character's veins. It's a stat that represents a combination of luck, vitality, and will to go on fighting. A character is only wounded when they drop to 0 HP. Until then, losing HP means barely deflecting/dodging a hit, or taking scratches, nicks, and bruises.
I mean, im not looking to take weeks for a person to heal. I think a moderate amount is fine...like, 1 HD per 3 lvls and double that with a skill medic tending to you. This gives med skill another sensible use.
Ok so, use the slow natural healing rules, and the healer's kit needs and DONT use the gritty rest rules. Now 1 day of rest doesn't heal anything without hit dice expenditure and they only recover half their hit dice on a long rest. If they want to spend hit dice during a short rest they need to use a healers kit. Hit dice become another type of resource and they may need to spend some downtime after a particularly rough day to completely recovery their Hit dice AND their health. Healing is slowed down, and made a bit more natural, and resource management becomes even more important.
Just so I am aware, this is about wanting less "gamey" feeling hit point recovery for D&D and has nothing to do with functionality of D&D beyond right? I ask because Yurie went on a tirade about D&D beyond functionality, which as far as I understand is irrelevant to this conversation. Followed by their usual decrying of optional rules that they are 85% using themselves already. They made a house rule that allows for more healing with healing kit than the healer's kit dependency allows, same house rule basically makes short rests into 2 minutes instead of an hour (Similar to the epic heroism rest rule), but they just say screw you to any short rest class since they don't let the abilities recover in that time, only health, and the party treats 1 hour like a super long time, but don't want to call it a pseudo long rest.
Seriously Yurei, you can completely mimic your play style and game pace by using epic heroism rules, healer's kit dependency, make it to where you can't benefit from more than 1 short rest every hour, and, as always you can never benefit from more than 1 long rest every 24 hours (this includes the 1 hour "long rest" that only half recovers resources under 6th level spells from the epic heroism rules). The party doesn't get to continue forever as long as they have healers kits to heal wounds.
And then put in a request to D&D beyond to allow toggles for optional rules to make it easier.
D&D beyond is not the sole place of D&D. It is a table top, pen and paper RPG that can now be played online, but it is still a board game.
Just so I am aware, this is about wanting less "gamey" feeling hit point recovery for D&D and has nothing to do with functionality of D&D beyond right? I ask because Yurie went on a tirade about D&D beyond functionality, which as far as I understand is irrelevant to this conversation.
So far as I can tell, as the OP is unfortunately not very good at communicating their issue, the OP's desire is for regaining HP to be more difficult so that losing them matters more, and so that the Medicine skill proficiency has an actual purpose beyond being used for that one single forensics-y skill check per campaign. Their complaint against long rests trumping magic healing is not necessarily because they want to emphasize magical healing (though they clearly do), but because they don't think regaining all your HP should be completely free the way it is in core 5e. They want the attention of a skilled medic (trained in Medicine proficiency) to matter, and they want losing HP to feel like a Problem that needs resolving rather than an "oh well, let's just rest and keep going".
Followed by their usual decrying of optional rules that they are 85% using themselves already. They made a house rule that allows for more healing with healing kit than the healer's kit dependency allows, same house rule basically makes short rests into 2 minutes instead of an hour (Similar to the epic heroism rest rule), but they just say screw you to any short rest class since they don't let the abilities recover in that time, only health, and the party treats 1 hour like a super long time, but don't want to call it a pseudo long rest.
Your deliberate misunderstanding of how my table operates is not relevant to the discussion of rest rules at this time.
Seriously Yurei, you can completely mimic your play style and game pace by using epic heroism rules, healer's kit dependency, make it to where you can't benefit from more than 1 short rest every hour, and, as always you can never benefit from more than 1 long rest every 24 hours (this includes the 1 hour "long rest" that only half recovers resources under 6th level spells from the epic heroism rules). The party doesn't get to continue forever as long as they have healers kits to heal wounds.
Again - your deliberate and intentional misunderstanding of how my table operates is not relevant to the OP's issues. I wasn't speaking to rest variations in my previous posts, but to the idea that D&D is not a "Wound" based game. Games like Savage Worlds or Genesys don't have HP, they operate on "Wounds" instead, and taking even one wound seriously hampers a character. In most such systems I've encountered, three wounds and you're incapacitated/dead, and avoiding taking any wounds at all is a primary tactical objective in most fights since even a single wound inflicts serious penalties to your character's abilities.
D&D does not operate like this. It expects the players to suffer significant HP damage regularly, and accounts for this by making HP damage largely meaningless until/unless you hit 0 (and even then, bouncing up from 0 negates the so-called "threat" of being at 0) and making HP recovery mostly effortless if vaguely time-gated. What the OP seems to be trying to do, in part, is hack the same sort of "avoid damage because getting injured sucks" ethos from Wound-centric games into D&D, but the core D&D engine doesn't like this and doesn't easily account for taking damage/losing HP actually mattering. The game wasn't built on the idea of losing HP actually being a bad thing people try to avoid and trying to hack it into actually caring about HP loss is difficult since the game doesn't have the tools to allow players to prevent HP loss. Saying "Losing HP sucks and causes you lingering problems!" in a system where losing HP is mostly inevitable and unpreventable is a recipe for some seriously unfun, opposite-of-engaging gameplay.
And no - you cannot "mimic Yurei's table completely" with your dogshit melange of weird rest variations. But this isn't the thread for enabling your constant personal attacks on my table so that's all I'll say on that here.
And then put in a request to D&D beyond to allow toggles for optional rules to make it easier.
I have. I was ignored. There's very little push in the Greater DDB Community to adopt/implement rules that make PCs weaker. I remain astonished and delighted to this day that we got Containers before the old team moved on and toolset improvements stopped, given how little most tables care for tracking logistics in any capacity.
Apparently the digital sheet's long rest functionality in the system is weirdly coded and changing it to allow for toggles for shit like Slow Natural Healing would entail completely redoing their Legacy Spaghetti Code. Odds of this happening for a variant DMG rule a small percentage of users would actually use: 0%
D&D beyond is not the sole place of D&D. It is a table top, pen and paper RPG that can now be played online, but it is still a board game.
That's a pretty garbage stance to take on the forums for the D&D Beyond website and digital toolset. A lot of people here, and I mean a lot of people here, play remotely and cannot make use of "tabletop", pen-and-paper assets. Or rather we could, but there's no point in doing so. The digital toolset is there for a reason, and telling people to just not use it is something of a fool's demand, ne?
Shame you were ignored. I'm really curious to try a more gritty version of D&D with variant encumbrance and gritty realism rules. But, all my groups use DnDBeyond to take care of all boring spreadsheet stuff.
Variant Encumbrance they do have, and I've toyed with/played a few shorter games using it. In combination with some other rules, it really puts a premium on what you personally find valuable, as well as making things like donkeys/mules and other beasts of burden a real thing again. If you-yourself can only haul around your weapons, your armor, and thirtyish pounds of crud, having a donkey or a horse-drawn cart around to store bulky secondary gear can be a real boon. Xukuri loaned me some really slick weather-generation rules that go hand in hand with things like variant encumbrance and enhanced camping rules - if you need things like tents, bedrolls, and other heavy/bulky items to gain a Long Rest in wilderness camps, severe/inclement weather is a Thing, and you're stuck with variant encumbrance? You start making decisions you wouldn't normally make in a D&D game, and taking care of your party's animals becomes a very real necessity. I like it, and honestly regret not doing variant encumbrance in my current game since Xukuri was nice enough to give me some real, meaty weather rules.
Variant Encumbrance they do have, and I've toyed with/played a few shorter games using it. In combination with some other rules, it really puts a premium on what you personally find valuable, as well as making things like donkeys/mules and other beasts of burden a real thing again. If you-yourself can only haul around your weapons, your armor, and thirtyish pounds of crud, having a donkey or a horse-drawn cart around to store bulky secondary gear can be a real boon. Xukuri loaned me some really slick weather-generation rules that go hand in hand with things like variant encumbrance and enhanced camping rules - if you need things like tents, bedrolls, and other heavy/bulky items to gain a Long Rest in wilderness camps, severe/inclement weather is a Thing, and you're stuck with variant encumbrance? You start making decisions you wouldn't normally make in a D&D game, and taking care of your party's animals becomes a very real necessity. I like it, and honestly regret not doing variant encumbrance in my current game since Xukuri was nice enough to give me some real, meaty weather rules.
The problem isn't i don't understand how your table works. It is you don't understand how the variant rules work or how close your table is to it without using it.
Either way I don't really think this topic is a UA thing. This is more DM tips and tricks side of things. Their isn't a hard or fast rule on what you can and can't do with skills. There is no rule in the game that says you can't use the medicine skill with some time out of combat to heal wounds.
Skills are some of the least defined aspects in the whole game. Just ask the dm to do something. "I see he has a big cut. Can I use this healers kit and bandage him up? Sure roll me a dc 15 medicine check. Success great, you spend 5 minutes applying a proper bandage and they recover 1d4 health. Or what ever the DM wants to make it. Skills aren't really defined.
Also weird you are calling them personal attacks. I am not attacking your table mate. You just dont get to whine about how a system doesn't work without ever trying the obvious solutions and then tell everyone else that they are playing wrong because YOUR table has a problem that others solved and are literally handing you the solution that you don't want to even entertain attempting to use.
Shame you were ignored. I'm really curious to try a more gritty version of D&D with variant encumbrance and gritty realism rules. But, all my groups use DnDBeyond to take care of all boring spreadsheet stuff.
I too think it is a shame they ignore the request for optional rule toggles. They are in the base game in the DMG. The online platform should support it.
But the online platform not supporting it is not reason for it to not exist or be an option or that it doesnt work.
Shame you were ignored. I'm really curious to try a more gritty version of D&D with variant encumbrance and gritty realism rules. But, all my groups use DnDBeyond to take care of all boring spreadsheet stuff.
I too think it is a shame they ignore the request for optional rule toggles. They are in the base game in the DMG. The online platform should support it.
But the online platform not supporting it is not reason for it to not exist or be an option or that it doesnt work.
I like to tell myself that the reason for no updates in ages is that they’re working on a whole new version to roll out in conjunction with the 2024 rules. D&D 5.5, and dndbeyond 2.0.
Shame you were ignored. I'm really curious to try a more gritty version of D&D with variant encumbrance and gritty realism rules. But, all my groups use DnDBeyond to take care of all boring spreadsheet stuff.
I too think it is a shame they ignore the request for optional rule toggles. They are in the base game in the DMG. The online platform should support it.
But the online platform not supporting it is not reason for it to not exist or be an option or that it doesnt work.
I like to tell myself that the reason for no updates in ages is that they’re working on a whole new version to roll out in conjunction with the 2024 rules. D&D 5.5, and dndbeyond 2.0.
There have been a few updates IIRC (backgrounds providing feats became a thing recently).
But it's pretty clear that the back-end of the character builder is a whole pile of special-casing, and upgrading that sort of thing to something more generic without breaking anyone's characters or homebrew is hard. Doing is piecemeal is likely even harder. If they're rebuilding the back-end (and that's a big if), then it's probably going to happen all at once, quite likely on or soon before the edition transition. (It's even possible that all old characters and homebrew will be left on the old system as 'legacy' characters, maybe with an optional converter. That way they're trading having to maintain two code versions for not having to seamlessly convert their entire database. Both terrible plans, really.)
They're definitely going to need some new subsystems regardless, such as a new background builder.
D&D 5e is balanced around "everyone recovers their resources after a long rest". Guess what, hit points are a resource. Fighters recovering hit points with a night's rest is no more unrealistic than spellcasters recovering spell slots with a night's rest.
Arrows, healing potions, slingstones, food, water, are also resources.
THe game does not state they are recovered after a long rest.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Arrows, healing potions, slingstones, food, water, are also resources.
THe game does not state they are recovered after a long rest.
And quite a few tables don't bother tracking mundane ammunition or food and water, so that's an imperfect analogy. Alternatively we could just amend that to "everyone recovers their class resources after a long rest" and get the same sentiment across.
Arrows, healing potions, slingstones, food, water, are also resources.
THe game does not state they are recovered after a long rest.
And quite a few tables don't bother tracking mundane ammunition or food and water, so that's an imperfect analogy. Alternatively we could just amend that to "everyone recovers their class resources after a long rest" and get the same sentiment across.
That I can agree with ;)
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Am I missing something? I'm not tracking much difference with the mechanics of rests... Just that an interrupted long rest gives short rest benefits. 🤷♂️
HP are not meat. I'm in favor of there being grittier rest variants to make them closer to being meat (i.e. harder to recover without magic) for whosoever's bag that is, but they definitely are not meat in the default game.
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Never said only way to heal is through magic. I posted above somewhere, that there should be a different system...maybe lvl based HD rolls to regain HPs, rather than full health, and with help of a medic improve those rolls. This still heals people if there is no magic healing, but they dont come back to full health from near death. I am considering the extreme, a high lvl character healing from 1HP to 200, im not thinking low lvl characters. Cant write rules without considering the extreme possibilities
Why would a high level character going from 1 to 200 be any different than a low level character going from 1 to 8? So far as I'm concerned, they're both equally injured at 1 hp. If anything, the high level character should recover to full quicker than the low level character.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Why should it be different for a high or low level character? Why should it take a Barbarian longer to recover from nearly dying than it takes a Wizard to recover from nearly dying?
How I generally look at hit points is the more you have the better you are at turning a more serious wound into a less serious one. You are still getting hurt, a injection poison working on a dagger hit does not make any sense if the dagger didn't stab you. But it was a grazing wound, you toughed out the poison. But you are still just a human(elf etc) who dies when at 0 hit points. When you have 100 hit points you aren't 10 times more durable than the 10 hit point character, you are really taking 10 times less damage. More hit points is just a easier way to math that out in the game. As you are still roughly the same size sack of meat. So I think of short rest/long rest recovery as you are always healing the same amount whether level 1 or level 20 as its healing a %. A hit die spent at level 1 is putting all your effort into recovery, a hit die spent at level 10 is putting a smidgen of your effort into healing while at your short rest.
Hit points are not meat points. It's not the amount of blood in character's veins. It's a stat that represents a combination of luck, vitality, and will to go on fighting. A character is only wounded when they drop to 0 HP. Until then, losing HP means barely deflecting/dodging a hit, or taking scratches, nicks, and bruises.
Ok so, use the slow natural healing rules, and the healer's kit needs and DONT use the gritty rest rules. Now 1 day of rest doesn't heal anything without hit dice expenditure and they only recover half their hit dice on a long rest. If they want to spend hit dice during a short rest they need to use a healers kit. Hit dice become another type of resource and they may need to spend some downtime after a particularly rough day to completely recovery their Hit dice AND their health. Healing is slowed down, and made a bit more natural, and resource management becomes even more important.
Just so I am aware, this is about wanting less "gamey" feeling hit point recovery for D&D and has nothing to do with functionality of D&D beyond right? I ask because Yurie went on a tirade about D&D beyond functionality, which as far as I understand is irrelevant to this conversation. Followed by their usual decrying of optional rules that they are 85% using themselves already. They made a house rule that allows for more healing with healing kit than the healer's kit dependency allows, same house rule basically makes short rests into 2 minutes instead of an hour (Similar to the epic heroism rest rule), but they just say screw you to any short rest class since they don't let the abilities recover in that time, only health, and the party treats 1 hour like a super long time, but don't want to call it a pseudo long rest.
Seriously Yurei, you can completely mimic your play style and game pace by using epic heroism rules, healer's kit dependency, make it to where you can't benefit from more than 1 short rest every hour, and, as always you can never benefit from more than 1 long rest every 24 hours (this includes the 1 hour "long rest" that only half recovers resources under 6th level spells from the epic heroism rules). The party doesn't get to continue forever as long as they have healers kits to heal wounds.
And then put in a request to D&D beyond to allow toggles for optional rules to make it easier.
D&D beyond is not the sole place of D&D. It is a table top, pen and paper RPG that can now be played online, but it is still a board game.
Well I mean if you're going to just open fire out of the blue like that...
So far as I can tell, as the OP is unfortunately not very good at communicating their issue, the OP's desire is for regaining HP to be more difficult so that losing them matters more, and so that the Medicine skill proficiency has an actual purpose beyond being used for that one single forensics-y skill check per campaign. Their complaint against long rests trumping magic healing is not necessarily because they want to emphasize magical healing (though they clearly do), but because they don't think regaining all your HP should be completely free the way it is in core 5e. They want the attention of a skilled medic (trained in Medicine proficiency) to matter, and they want losing HP to feel like a Problem that needs resolving rather than an "oh well, let's just rest and keep going".
Your deliberate misunderstanding of how my table operates is not relevant to the discussion of rest rules at this time.
Again - your deliberate and intentional misunderstanding of how my table operates is not relevant to the OP's issues. I wasn't speaking to rest variations in my previous posts, but to the idea that D&D is not a "Wound" based game. Games like Savage Worlds or Genesys don't have HP, they operate on "Wounds" instead, and taking even one wound seriously hampers a character. In most such systems I've encountered, three wounds and you're incapacitated/dead, and avoiding taking any wounds at all is a primary tactical objective in most fights since even a single wound inflicts serious penalties to your character's abilities.
D&D does not operate like this. It expects the players to suffer significant HP damage regularly, and accounts for this by making HP damage largely meaningless until/unless you hit 0 (and even then, bouncing up from 0 negates the so-called "threat" of being at 0) and making HP recovery mostly effortless if vaguely time-gated. What the OP seems to be trying to do, in part, is hack the same sort of "avoid damage because getting injured sucks" ethos from Wound-centric games into D&D, but the core D&D engine doesn't like this and doesn't easily account for taking damage/losing HP actually mattering. The game wasn't built on the idea of losing HP actually being a bad thing people try to avoid and trying to hack it into actually caring about HP loss is difficult since the game doesn't have the tools to allow players to prevent HP loss. Saying "Losing HP sucks and causes you lingering problems!" in a system where losing HP is mostly inevitable and unpreventable is a recipe for some seriously unfun, opposite-of-engaging gameplay.
And no - you cannot "mimic Yurei's table completely" with your dogshit melange of weird rest variations. But this isn't the thread for enabling your constant personal attacks on my table so that's all I'll say on that here.
I have. I was ignored. There's very little push in the Greater DDB Community to adopt/implement rules that make PCs weaker. I remain astonished and delighted to this day that we got Containers before the old team moved on and toolset improvements stopped, given how little most tables care for tracking logistics in any capacity.
Apparently the digital sheet's long rest functionality in the system is weirdly coded and changing it to allow for toggles for shit like Slow Natural Healing would entail completely redoing their Legacy Spaghetti Code. Odds of this happening for a variant DMG rule a small percentage of users would actually use: 0%
That's a pretty garbage stance to take on the forums for the D&D Beyond website and digital toolset. A lot of people here, and I mean a lot of people here, play remotely and cannot make use of "tabletop", pen-and-paper assets. Or rather we could, but there's no point in doing so. The digital toolset is there for a reason, and telling people to just not use it is something of a fool's demand, ne?
Please do not contact or message me.
Shame you were ignored. I'm really curious to try a more gritty version of D&D with variant encumbrance and gritty realism rules. But, all my groups use DnDBeyond to take care of all boring spreadsheet stuff.
Variant Encumbrance they do have, and I've toyed with/played a few shorter games using it. In combination with some other rules, it really puts a premium on what you personally find valuable, as well as making things like donkeys/mules and other beasts of burden a real thing again. If you-yourself can only haul around your weapons, your armor, and thirtyish pounds of crud, having a donkey or a horse-drawn cart around to store bulky secondary gear can be a real boon. Xukuri loaned me some really slick weather-generation rules that go hand in hand with things like variant encumbrance and enhanced camping rules - if you need things like tents, bedrolls, and other heavy/bulky items to gain a Long Rest in wilderness camps, severe/inclement weather is a Thing, and you're stuck with variant encumbrance? You start making decisions you wouldn't normally make in a D&D game, and taking care of your party's animals becomes a very real necessity. I like it, and honestly regret not doing variant encumbrance in my current game since Xukuri was nice enough to give me some real, meaty weather rules.
Please do not contact or message me.
The problem isn't i don't understand how your table works. It is you don't understand how the variant rules work or how close your table is to it without using it.
Either way I don't really think this topic is a UA thing. This is more DM tips and tricks side of things. Their isn't a hard or fast rule on what you can and can't do with skills. There is no rule in the game that says you can't use the medicine skill with some time out of combat to heal wounds.
Skills are some of the least defined aspects in the whole game. Just ask the dm to do something. "I see he has a big cut. Can I use this healers kit and bandage him up? Sure roll me a dc 15 medicine check. Success great, you spend 5 minutes applying a proper bandage and they recover 1d4 health. Or what ever the DM wants to make it. Skills aren't really defined.
Also weird you are calling them personal attacks. I am not attacking your table mate. You just dont get to whine about how a system doesn't work without ever trying the obvious solutions and then tell everyone else that they are playing wrong because YOUR table has a problem that others solved and are literally handing you the solution that you don't want to even entertain attempting to use.
I too think it is a shame they ignore the request for optional rule toggles. They are in the base game in the DMG. The online platform should support it.
But the online platform not supporting it is not reason for it to not exist or be an option or that it doesnt work.
I like to tell myself that the reason for no updates in ages is that they’re working on a whole new version to roll out in conjunction with the 2024 rules. D&D 5.5, and dndbeyond 2.0.
There have been a few updates IIRC (backgrounds providing feats became a thing recently).
But it's pretty clear that the back-end of the character builder is a whole pile of special-casing, and upgrading that sort of thing to something more generic without breaking anyone's characters or homebrew is hard. Doing is piecemeal is likely even harder. If they're rebuilding the back-end (and that's a big if), then it's probably going to happen all at once, quite likely on or soon before the edition transition. (It's even possible that all old characters and homebrew will be left on the old system as 'legacy' characters, maybe with an optional converter. That way they're trading having to maintain two code versions for not having to seamlessly convert their entire database. Both terrible plans, really.)
They're definitely going to need some new subsystems regardless, such as a new background builder.
D&D 5e is balanced around "everyone recovers their resources after a long rest". Guess what, hit points are a resource. Fighters recovering hit points with a night's rest is no more unrealistic than spellcasters recovering spell slots with a night's rest.
Arrows, healing potions, slingstones, food, water, are also resources.
THe game does not state they are recovered after a long rest.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
And quite a few tables don't bother tracking mundane ammunition or food and water, so that's an imperfect analogy. Alternatively we could just amend that to "everyone recovers their class resources after a long rest" and get the same sentiment across.
That I can agree with ;)
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Am I missing something? I'm not tracking much difference with the mechanics of rests... Just that an interrupted long rest gives short rest benefits. 🤷♂️
HP are not meat. I'm in favor of there being grittier rest variants to make them closer to being meat (i.e. harder to recover without magic) for whosoever's bag that is, but they definitely are not meat in the default game.