I'm A Banana
Potassium-Rich
I have a player that when playing a class with access to it, regardless if he has a spell that does 10d10 damage, he will try to cast that until the rest of the party yells at him enough about not carrying his weight. When someone gets mocked to death he is in heaven. It took a long time for me to get him to accept that he can't hide and mock people with it, etc.
I really do not like that spell or the concept behind it. For me its stupid. But I try to make sure everyone has fun so...
I tend to describe it one of two ways, depending on how I'm feelin'. In the first case, the spell actually makes wounds appear - the bard's insults are slightly more literally cutting, and as she finishes her pun, the injured creature has cuts and wounds where none were before. A creature that dies from mockery suffers some potentially lethal wound from the bard's words, just as if they were sword cuts.
The second case is a little more "psychic" - I depict it as something that is damaging your head, your mind, making you unable to think, unable to act, it feels like your mind is on fire, or suffering from a hundred little ants crawling all over it, your body is going numb, etc.
Any of these narratives make perfect sense with magic. A class that did the same thing, but was supposed to be entirely "non-mystical" would kick that narrative squarely to the curb, and I'd have problems with it for much the same reason as I have problems with inspirational healing - damage can kill you, and you can't die from getting your feelings hurt, and there's nothing more supernatural than that going on here.
Tony Vargas said:You could suffer all that hp loss, from those sources, roll a 20 on your first death save, take a 1-hr lunch break, blow all your HD (roll reasonably well), and be fully healed.
Clearly, 5e hps don't model wounds with either the level of severity or the level or realism - or both - that you wish they did.
Unless you make 3 successful death saves inside of 5 rounds, or roll a 20 on one of them. So, you can 'naturally,' without supernatural agency (and very little time, from no more than six seconds to 30 sec at the outside), overcome that 'terminal' impediment.
The only class that can remotely 'rally heroically' by itself is the fighter with Second Wind, and that not even from unconsciousness (which requires the blind luck of a natural 20 available to anyone, no matter how un-heroic they may be). Everyone else needs supernatural agency, channeling the power of a god or nature (or primal spirits or whatever you see your Druid/Ranger as doing), or arcane forces (Bard) or a magical healing potion or something.
So, no, the Standard Rules seem downright hostile to individual heroism and pulp action-heroics.
I've explained how all this is consistent with a wound narrative already (and that a 20 on a death save is not seen as non-supernatural in that narrative).
And I've also already explained how it isn't about realism, it's about the story being told.
Why can't we move past that? Why can't you accept that the standard rules are just as fine with a wound narrative as an inspiration narrative (and as a half-and-half narrative which is what is EXPLICITLY called out as "typical" on PHB pg. 197)?
Tony Vargas said:The player class choice of Monk brings wuxia to the table, a tinker gnome (I think you can just barely fake one up in 5e, even as it stands) or Artificer would bring steam-punk, a GOO Warlock, overtones of Lovecraftian horror. So, it looks like that ship has sailed.
I addressed this in my post to pemerton. The cliff notes version is that while being a monk brings in that element, it's compatible with other elements (you don't all have to play a wuxia game just because there's a monk in the party), whereas "normal" inspirational healing is not compatible with other elements (if someone has inspirational healing, you're all using it, like it or not).
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