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General Tabletop Discussion
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Crit and death saves mean automatic ability score damage - Too gritty?
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<blockquote data-quote="Ath-kethin" data-source="post: 7462149" data-attributes="member: 6798775"><p>I think that it might be more helpful to re-evaluate how you envision hit points, what what they actually mean. As an article pointed out way back when, hit points aren't meant to represent the ability of a character to withstand damage. The example they used was something to the tune of this:</p><p></p><p>A first level character can be killed by a single blow from a longsword. If we envision hit points as literal damage capacity, this would imply that running a 1st level character through with a sword kills them. But by implication, a higher-level character can be run through with a sword multiple to dozens of times (taking the same amount of damage from a single blow as it took to kill the 1st-level character), and that idea is patently absurd. It doesn't matter how tough you are, a sword through the liver or heart is going to kill you. </p><p></p><p>So hit points don't mean that. They represent the ability to not be seriously hurt. The best attack the longsword wielder could manage - 8 points of damage - kills an inexperienced character but is barely an inconvenience for a more seasoned adventurer. </p><p></p><p>So I agree with you: effectively "sleeping off" a giant hole in one's stomach where a villain impaled you on a sword is ridiculous. But that's not what happens unless that's how the DM describes it - and while it is entirely within a DM's power to be ridiculous in that fashion, they can just as easily describe the attack differently. The best swing or thrust the swordsman could manage is easily parried/deflected/dodged by the skilled adventurer. </p><p></p><p>Play how you want. It's your game. But I'll add to the chorus here that ability damage isn't very 5e, and unless you and your entire group prefers to play Hack-ups and Hospitals, I don't know that it would make anybody's game more fun.</p><p></p><p>A simpler solution might simply be to remove magical healing, or even full casters altogether, from the game. In my experience, that one decision handles 80% or more of the legwork in making a campaign feel grittier and more dangerous.</p></blockquote><p></p>
[QUOTE="Ath-kethin, post: 7462149, member: 6798775"] I think that it might be more helpful to re-evaluate how you envision hit points, what what they actually mean. As an article pointed out way back when, hit points aren't meant to represent the ability of a character to withstand damage. The example they used was something to the tune of this: A first level character can be killed by a single blow from a longsword. If we envision hit points as literal damage capacity, this would imply that running a 1st level character through with a sword kills them. But by implication, a higher-level character can be run through with a sword multiple to dozens of times (taking the same amount of damage from a single blow as it took to kill the 1st-level character), and that idea is patently absurd. It doesn't matter how tough you are, a sword through the liver or heart is going to kill you. So hit points don't mean that. They represent the ability to not be seriously hurt. The best attack the longsword wielder could manage - 8 points of damage - kills an inexperienced character but is barely an inconvenience for a more seasoned adventurer. So I agree with you: effectively "sleeping off" a giant hole in one's stomach where a villain impaled you on a sword is ridiculous. But that's not what happens unless that's how the DM describes it - and while it is entirely within a DM's power to be ridiculous in that fashion, they can just as easily describe the attack differently. The best swing or thrust the swordsman could manage is easily parried/deflected/dodged by the skilled adventurer. Play how you want. It's your game. But I'll add to the chorus here that ability damage isn't very 5e, and unless you and your entire group prefers to play Hack-ups and Hospitals, I don't know that it would make anybody's game more fun. A simpler solution might simply be to remove magical healing, or even full casters altogether, from the game. In my experience, that one decision handles 80% or more of the legwork in making a campaign feel grittier and more dangerous. [/QUOTE]
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