Healing, Spells and Resources: The Pacing of Dungeons & Dragons

Imagine a game of Dungeons & Dragons where everyone was a fighter, there were no short or long rests, and the only way you could regain hit points was by returning home and resting for a week or more.

In many ways, that’s how the original game was. Clerics didn’t get healing magic until second level, and then it could only restore 1d6 hit points per day – although the characters had very few hit points as well.

The question was not “Can I be healed to full hit points?” but instead “Can I face the next encounter on the hit points I’ve got remaining?” When your answer was “No, I’ll likely die” it was time to retreat and rest for a few days.

This changed over the years, and character gained better access to healing magic. Each edition of D&D is distinct in how it handles healing, and each edition grants varying levels of healing to the characters. It’s likely the third edition of 2000 had the most healing, although we didn’t realise this initially. However, once we realised what the wand of cure light wounds could do, the way we played D&D changed.

Both fourth edition and the current edition attempted to pull that back; it was still easier to heal, but the unlimited healing of 3E was no longer possible. You’d need to expend spell slots, hit dice or healing surges. However, it’s certainly true that the default assumption of the current edition is that you’re at full hit points for each fight. D&D Adventurers League characters don’t have to worry about encumbrance and spend all their spare money on healing potions. In home games, I pay more attention to encumbrance.

In this edition, spells are the resources that dictate when you need to rest. If an eighteenth level wizard casts meteor swarm, that’s a significant part of their arsenal depleted. If a party goes into a fight with only cantrips available, that’s a very different experience to if the wizard has fireball. Losing hit points means you need to expend spell slots to restore them.

All of this has significant implications for designing adventures. How difficult can one encounter be? How difficult can a sequence of encounters be? And when do the party need to stop and pause the adventure?

In an original-style game, then a single encounter doesn’t need to be very difficult. The hit points you lose are resources you don’t get back. A single hit by an orc can have significant consequences later.

In a 3E-style game, then the danger of the encounter depends either on how many spells you used to overcome it, or if it could kill the party outright. The number of hit points lost is rarely significant.

In a 5E-style game, it’s almost like a 3E-style game, except that hit point loss does require resources to repair – but you do at least have the resources to do so.

One of the major objections to the healing spirit spell is that it turns all the assumptions of hit point recovery in 5E on their head; suddenly we’re in a 3E-style game of “hit point loss isn’t important” rather than the 5E-style of “hit point lost drains resources but can be fixed”.

I feel that many current players don’t feel challenged unless they are at risk of losing all their hit points in a battle. That’s a dangerous place to be. There’s no room for error. When a character reaches 0 hit points, it can be trivial. “Healing Word and you’re up”. Or it could be the cleric who goes down, and there’s no way back for the characters. And, because hitting 0 hit points no longer has the significance it once does, the players don’t pay that much attention to it. The line between “challenging combat” and “TPK” becomes too close.

Once the party has depleted their resources, it’s time to rest. It’s a little more complicated in this edition than in previous ones. In 3E and before, there were only “long” rests. Now we have “short” rests as well. Players take whichever one suits them best. The challenge for the DM is demonstrating which ones are appropriate for the adventure and having the adventure styled to suit.

If you’re racing to stop a ritual, taking a short rest is a bad idea. It’s when not taking a short rest causes the party to be killed in the next encounter that trouble arises. It’s very difficult to judge how many resources the party will use in a given encounter. It’s even harder when you’re writing for publication without knowing who might play the adventure!

Adventures without time-limits allow the players to rest whenever they want. As a DM, I like to have the monsters rebuild and fortify their lair while the characters are resting. Or move away, just for the amusement value. Keeping the world dynamic makes the decision to rest more significant.

For an adventure that limits how often the players can rest due to a time limit or similar, I’m wondering if the proper plan is to have minor encounters beforehand and then a major encounter before each rest break. You decide beforehand where the breakpoints are and design the adventure to match. It’s not a case of the players deciding “we need a rest”, but the adventure structure providing those breaks.

It’s certain that examining the structure of D&D adventures is an endlessly fascinating pursuit!

5 thoughts on “Healing, Spells and Resources: The Pacing of Dungeons & Dragons

  1. In its default state, 5e seems fairly schizophrenic about healing, rests and the so-called Adventuring Day. On the one hand, we have this measured attrition schedule based around a certain frequency and challenge off combat encounters. The rest rules and healing spells seem to be calibrated for this outlook. But on the other hand, we have repeated statements from the developers, and many examples in Adventurers League and hardcover adventures, indicating a norm of characters being fully rested for each fight, having 3e style rapid, cheap healing “not breaking anything” and generally hand-waving the whole notion of attrition-based gameplay.

  2. This is a great article, thank you for the breakdown on the differences! This influenced my decision to go the Alchemy Artificer route in 5e Eberron (so we were in UA territory anyway, lol):

    Healing Draught. As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.

    This formula’s healing increases by 1d8 when you reach certain levels in this class:
    3rd level (2d8)
    5th level (3d8)
    7th level (4d8)
    9th level (5d8)
    11th level (6d8)
    13th level (7d8)
    15th level (8d8)
    17th level (9d8)
    19th level (10d8)

    I love this potion. Not only is it a good free heal for anyone near you between rests, I can’t tell you the number of times I’ve used it to build goodwill (healing negotiators injured in… misunderstandings….) and occasionally earn room and board and help (and yes, sometimes reward) as well as trust (take us to your sick and wounded, let us help)….

    It looks OP as all get out, and it can be, but in our campaign we mostly end up using it to set up camp half as often and for RP more than in combat, who has time for it in combat?? I use it to not die and not be able to help anyone else, if anything!

    Speaking of RP, my DM has allowed that if I say I’m not taking the effect my character can pop them from time to time as a nervous habit, how they ended up learning how to make them in the first place and messing with concoctions at all, they’re ‘settling’.

  3. Something I’ve noticed as a DM is that my players almost never think of using a short rest, mainly because most spellcasters only get slots back on the long, and that’s often the resource most depleted more than HP. If HP is low players know they have spells, healing potions, whatever, to get them back. But the amount of times the adventure comes to a stop because a sorcerer whines about being out of slots is common. Even mid dungeon, I have many a party clear out a room, then find ways to board up or seal the doors, set up traps, alarms, etc, and take a long rest inside the dungeon, rather than a short! It becomes often necessary to find in-story reasons to discourage long rests, otherwise I find my players tend to take one after every encounter, which sometimes makes for a very funny adventuring schedule. With a six second round, most encounters rarely last a minute, but then the party sits on their ass and takes a nap for eight hours between each one! Often a ticking clock is the only way to prevent it, or a scenario where if they’re sleeping, innocent civilians are dying. With many feats and abilities recharging on a short or long rest, it becomes almost essential to daisy chain encounters of at least Hard difficulty together to adequately challenge higher level players. None of this is complaint, mind you, just observation.

    1. It’s a very valid observation. Back when I played the old Gold Box D&D computer games, they often allowed you to rest between combats without anything disturbing you – so you did! Either a ticking clock or reactive monsters are needed in such cases. (What do you mean they relocated with all their treasure to another dungeon?!?)

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