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Community
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Realism vs. Believability and the Design of HPs, Powers and Other Things
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<blockquote data-quote="Libramarian" data-source="post: 5879128" data-attributes="member: 6688858"><p>Time-based healing works for all interpretations of HP, because of course: "time heals all wounds".</p><p></p><p>Whether you're thinking of hitpoint loss as damage to bodily tissue or fatigue, or loss of morale/will/focus, it makes sense that resting over time will heal that.</p><p></p><p>Now obviously serious physical wounds take much longer to heal in reality than the other interpretations of damage, but that doesn't seem to bother many people. You just kind of split the difference, and have the time spent resting be a few days up to a few weeks, adjust to taste. Not so long that you can't imagine benefiting from that rest even if your damage is mostly physical/mental fatigue. Not so short that you can't imagine benefiting if your damage is mostly physical harm.</p><p></p><p>It's pretty simple -- we need healing mechanics that work for all the interpretations of hitpoint loss.</p><p></p><p>Healing with a morale-boosting peptalk is inflexible. It's just too pushy and specific with its interpretation of HP. I don't think it should be in the game, but I also don't think healing with an antibacterial poultice should be in D&D either, for the same reason. It's too specific about what sort of hitpoint loss has occurred.</p><p></p><p>It seems quite clear to me that the warlord peptalk should give his allies temporary hitpoints, like the barbarian rage.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 5879128, member: 6688858"] Time-based healing works for all interpretations of HP, because of course: "time heals all wounds". Whether you're thinking of hitpoint loss as damage to bodily tissue or fatigue, or loss of morale/will/focus, it makes sense that resting over time will heal that. Now obviously serious physical wounds take much longer to heal in reality than the other interpretations of damage, but that doesn't seem to bother many people. You just kind of split the difference, and have the time spent resting be a few days up to a few weeks, adjust to taste. Not so long that you can't imagine benefiting from that rest even if your damage is mostly physical/mental fatigue. Not so short that you can't imagine benefiting if your damage is mostly physical harm. It's pretty simple -- we need healing mechanics that work for all the interpretations of hitpoint loss. Healing with a morale-boosting peptalk is inflexible. It's just too pushy and specific with its interpretation of HP. I don't think it should be in the game, but I also don't think healing with an antibacterial poultice should be in D&D either, for the same reason. It's too specific about what sort of hitpoint loss has occurred. It seems quite clear to me that the warlord peptalk should give his allies temporary hitpoints, like the barbarian rage. [/QUOTE]
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Realism vs. Believability and the Design of HPs, Powers and Other Things
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