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D&D Older Editions
Simple 5e Healing that reconciles pre-4e and post-4e HP styles
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<blockquote data-quote="Buugipopuu" data-source="post: 5846885" data-attributes="member: 41173"><p>Lava being instant death but many other common sense 'fatal' things not being instant death is bad design. You may as well make falling into a spiked pit instant death, or all critical hits instant death. You should need a lot better protection than a second level Resistance to Fire spell to survive immersion in lava, but there's no reason why it shouldn't do a large but possibly survivable (with lucky rolls or a serious investment in healing or fire resistance on an already tough character) amount of damage. Making near fatal hazards tends to lead to more interesting games than just having the consequences of every other mistake be "you die". Look at Magic The Gathering, most cards that cost 7 or more mana, 95% of the time, could just say "You win the game.", and the ones that don't aren't worth using, but the 5% of the time when you somehow manage to pull it back leads to the most interesting stories. </p><p></p><p>It also works both ways. If lava isn't instant death, you can use it as a hazard in boss fights without risking players killing said boss in a single hit with a repositioning move. Successfully knocking a boss into lava should drain a good chunk of its HP, but if you're at the level where greater demons and dragons start showing up, they should be able to keep going.</p></blockquote><p></p>
[QUOTE="Buugipopuu, post: 5846885, member: 41173"] Lava being instant death but many other common sense 'fatal' things not being instant death is bad design. You may as well make falling into a spiked pit instant death, or all critical hits instant death. You should need a lot better protection than a second level Resistance to Fire spell to survive immersion in lava, but there's no reason why it shouldn't do a large but possibly survivable (with lucky rolls or a serious investment in healing or fire resistance on an already tough character) amount of damage. Making near fatal hazards tends to lead to more interesting games than just having the consequences of every other mistake be "you die". Look at Magic The Gathering, most cards that cost 7 or more mana, 95% of the time, could just say "You win the game.", and the ones that don't aren't worth using, but the 5% of the time when you somehow manage to pull it back leads to the most interesting stories. It also works both ways. If lava isn't instant death, you can use it as a hazard in boss fights without risking players killing said boss in a single hit with a repositioning move. Successfully knocking a boss into lava should drain a good chunk of its HP, but if you're at the level where greater demons and dragons start showing up, they should be able to keep going. [/QUOTE]
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Simple 5e Healing that reconciles pre-4e and post-4e HP styles
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