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The Healing Paradox
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 5954351" data-attributes="member: 23094"><p>Yes, that's the result of running out of plot armor. You are no longer part of the story; you die.</p><p></p><p></p><p></p><p>No, they haven't. They may have thought they were doing so, but they were not.</p><p></p><p>Wounds impact your ability to perform actions. Someone with a sprained ankle can't run as fast as he did before he sprained that ankle. Someone with a broken arm cannot fight with that arm, and it takes <strong>months</strong>, not days, to heal back to full use of your arm (and, even then, you're more likely to break it again in the future).</p><p></p><p>Rolemaster has a wounds system - an attack from an axe can lop off your hand or your head. D&D does not have a wounds system - the only way to lose a hand is via a Sword of Sharpness (which, as you'll note, does not interact with the HP mechanic); your head, a Vorpal sword (again, no interaction with HP mechanics).* In D&D, taking HP damage doesn't wound you; it just makes it easier for you to be dead the next time someone or something deals HP damage to you.</p><p></p><p>So, if you want a comprehensive wound mechanic in your D&D, you need to add it in, because it was not there before.</p><p></p><p>* Alternatively, DM fiat can accomplish this in D&D, as well (e.g., "You spring the trap, and a scything blade slams down and cuts off your hand."). This is hardly an example of <em>mechanical</em> support, however. And, again, it likely bypasses the HP mechanic entirely.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 5954351, member: 23094"] Yes, that's the result of running out of plot armor. You are no longer part of the story; you die. No, they haven't. They may have thought they were doing so, but they were not. Wounds impact your ability to perform actions. Someone with a sprained ankle can't run as fast as he did before he sprained that ankle. Someone with a broken arm cannot fight with that arm, and it takes [b]months[/b], not days, to heal back to full use of your arm (and, even then, you're more likely to break it again in the future). Rolemaster has a wounds system - an attack from an axe can lop off your hand or your head. D&D does not have a wounds system - the only way to lose a hand is via a Sword of Sharpness (which, as you'll note, does not interact with the HP mechanic); your head, a Vorpal sword (again, no interaction with HP mechanics).* In D&D, taking HP damage doesn't wound you; it just makes it easier for you to be dead the next time someone or something deals HP damage to you. So, if you want a comprehensive wound mechanic in your D&D, you need to add it in, because it was not there before. * Alternatively, DM fiat can accomplish this in D&D, as well (e.g., "You spring the trap, and a scything blade slams down and cuts off your hand."). This is hardly an example of [i]mechanical[/i] support, however. And, again, it likely bypasses the HP mechanic entirely. [/QUOTE]
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