
Gritty Healing in 5e Part 2: Spells
Tie magical healing to the recipient’s Hit Dice to cap recovery, keep injuries meaningful, and free healers from heal-bot duty in gritty 5e.

Tie magical healing to the recipient’s Hit Dice to cap recovery, keep injuries meaningful, and free healers from heal-bot duty in gritty 5e.

House rules for 5e shift healing to Hit Dice recovery, emphasize attrition, resource management, and conditions, with guidance for campaigns.

Explains correct dice averages and why character and monster health is computed differently, with examples and a simple leveling house rule.

Testing 5e rule tweaks: reaction-based Dodge with next-turn limits and expanded grappling options, with community feedback invited.

Advice for DMs on embracing failure as a tool in 5e, avoiding stalled plots, and using techniques like success-at-cost to keep play dynamic.

Analyzing 477 5e spells surfaces class save trends plus damage and condition profiles, offering guidance for vetting spells, subclasses, and encounters.

Data-driven look at monster weaknesses, resistances, immunities and save proficiencies by CR, with insights for spell choices and encounter design.

An insightful discussion on player and GM agency, misconceptions, trade-offs, mechanics, and the role of trust in shaping richer TTRPG experiences.

Clarifies 5e surprise: no surprise round, treat unaware vs unready distinctly, use situational checks, roll initiative normally, and keep combat flowing.

House rules for D&D 5e make mounted play dynamic: training levels, riding vs war mounts, shared initiative, bonding, bolting, bucking, and equipment.