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April 3rd, Rule of 3
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<blockquote data-quote="dkyle" data-source="post: 5871380" data-attributes="member: 70707"><p>Then why do you choose to interpret the rules in a way that isn't fun for you? "Almost dead" or "mortally wounded" at 2 HP is not in the rules. You are vulnerable to being killed by subsequent damage, but have not yet taken a mortal wound, or any significantly debilitating injury. That's very different than in the real world, where if someone is "almost dead" it generally means they've taken a serious injury, are debilitated, and are likely to die if left untreated. All the rules say is that you go down at 0 HP. What happens before that time is up to the DM and players. If you decide on describing events that aren't "fun" for you, then how is that a problem with the rules? All the rules did was give you the freedom to describe the events how you wanted.</p><p></p><p>If you want a rules system that mechanically produces situations where a character is "mortally wounded" but not unconscious yet, that's perfectly understandable (and even something I might want), but let's be clear that <em>no</em> edition of DnD has actually provided that.</p><p></p><p></p><p></p><p>You are seriously misreading me if that's your take-away. I in no way accused you of lying about your preferences.</p><p></p><p>All I'm saying is that healing surges and HP are similar abstractions, and similarly disjuncted from reality. I'm arguing in good faith here, and trying to understand what the difference is besides surges being new, and not something that's been in D&D from the start.</p><p></p><p></p><p></p><p>Noone's psychoanalyzing you.</p><p></p><p></p><p></p><p>They don't really do anything new in terms of new levels of abstraction. They obviously do new things in terms of game mechanics. I thought this was clear by context.</p><p></p><p></p><p></p><p>Fair enough. Just wanted to be clear that gobs of HP, instead of healing surges, is not an acceptable equivalent alternative to me, and why.</p></blockquote><p></p>
[QUOTE="dkyle, post: 5871380, member: 70707"] Then why do you choose to interpret the rules in a way that isn't fun for you? "Almost dead" or "mortally wounded" at 2 HP is not in the rules. You are vulnerable to being killed by subsequent damage, but have not yet taken a mortal wound, or any significantly debilitating injury. That's very different than in the real world, where if someone is "almost dead" it generally means they've taken a serious injury, are debilitated, and are likely to die if left untreated. All the rules say is that you go down at 0 HP. What happens before that time is up to the DM and players. If you decide on describing events that aren't "fun" for you, then how is that a problem with the rules? All the rules did was give you the freedom to describe the events how you wanted. If you want a rules system that mechanically produces situations where a character is "mortally wounded" but not unconscious yet, that's perfectly understandable (and even something I might want), but let's be clear that [i]no[/i] edition of DnD has actually provided that. You are seriously misreading me if that's your take-away. I in no way accused you of lying about your preferences. All I'm saying is that healing surges and HP are similar abstractions, and similarly disjuncted from reality. I'm arguing in good faith here, and trying to understand what the difference is besides surges being new, and not something that's been in D&D from the start. Noone's psychoanalyzing you. They don't really do anything new in terms of new levels of abstraction. They obviously do new things in terms of game mechanics. I thought this was clear by context. Fair enough. Just wanted to be clear that gobs of HP, instead of healing surges, is not an acceptable equivalent alternative to me, and why. [/QUOTE]
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April 3rd, Rule of 3
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