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lowkey13
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Says who?Failed death saves only apply after you're unconscious.
Ok, then use a lingering injury.They can't possibly reflect catching an arrow in the back and then running away, which is a common enough occurrence that it demands representation.
Ok, then rule that the character can’t regain HP until they’ve successfully recovered from the injury via the downtime recuperating rules.Long-term injuries are not simple or easy to use. They aren't even in the PHB. If I wanted complexity in my model, I'd play GURPS instead.
Exhaustion, like any other mechanic, reflects what it needs to reflect to serve the needs of the game. Sure, it can reflect exhaustion, and it typically does. But if you look at its effects, you find that it could also be a decent representation of injury.Exhaustion reflects exhaustion, (which is something else worthy of modeling, although not to the same extent as physical injury). To say that the exhaustion rules actually reflects physical injury would be disingenuous. There is very little overlap between the exhaustion rules, and the rules for what happens when you get hit by a weapon.
So anyone who uses optional rules or makes rulings isn’t playing D&D? Sorry, but I don’t think that’s consistent with 5e’s design philosophy.If we want to make up entirely new rules to reflect physical injury, because the rules in the book are deficient, then that's fine. Anyone can do that. That's what I did. But you have to recognize that you aren't playing D&D anymore.
It is a game.That's the problem. You see this is a game, so you're trying to rationalize it into making some sort of sense.
Rationalization is not a useful tool here. Whatever answer it leads you to, it's not useful beyond the level of a mere game. It certainly can't generate a meaningful narrative, the way a traditional RPG would, because the ultimate answer for why anything happens, will always just be that "it's a game".
That is a thing that gets me as well. However, making it more "realistic" ended up not been as fun for my players.
In my group we have HP and BHP (meat points). Initially, the rule was when you crit you take damage to your BHP to indicate a real hit (typically you have to be at 0 HP before BHP comes into play). However, this resulted in too many player deaths and my players didn't like it. So we went back to RAW crits.
Yes, but I am starting to come up with an idea that might work. See below.Yeah, in my post above, I was tempted under the Direct Damage optional rule to suggest using crits to take away Vitality, but it's just so apparent that it will result in many unavoidable deaths at any level, in a way that doesn't match with D&D's play (in any edition). Actually, the irony is that it would result in more deaths at higher level, where damage dice are higher.
Me too. I've been thinking about this over the holiday and I am think about bringing back an old concept: the confirmed critical. So the thought is a critical hit works as RAW, but a confirmed critical also takes damage from your BHP (meat points, vitality, whatever you want to call it). This would reduce the number of crits that actually damage your vitality and you can modify the "vitality damage" as needed. It could be normal damage, or just modifier damage, are another roll all together, or different modifiers could apply etc. For my game i think we would keep it normal attack damage becomes vitality damage (but not hit point damage) is first reduced by your armors DR, so it is already less deadly.I still think there is some merit in the concept of criticals being real wounds that bypass defenses.
But you absolutely can have characters suffer wounds under abstract HP. First of all, the nature of abstract HP is that its loss can represent whatever it needs to in the moment. Sure, maybe that hit really did land and leave a nasty wound. By the default rules, a hit that knocks the character down to 0 HP is a meaningful wound (hence the death saving throws). If it bothers you that failed death saving throws are cleared when the character regains HP. could always rule that failed death saving throws can only be restored via magical healing or whatever amount of rest you feel is appropriate.That being said, I do agree that part of the issue here is the abstraction of HP. I'm not going to go into that subject in any detail because it could be its own 100 page thread (and it has been, time and time again). However, I'll agree that because HP is such an abstraction, it's a challenge to have a healing system that pleases everyone. You have problems on both sides:
1) You can allow HP regen overnight, and you can argue that this works because the HP were never wounds in the first place. But what you sacrifice here is the capability for PCs to be able to suffer wounds. You also create the problem that healing magic isn't actually healing anything, it's simply restoring stamina, or mental fortitude, or whatever it is that you imagine is being expended when HP are used up. Essentially, the PCs never suffer any harm. I find this to be a very unsatisfying way to tell stories about heroes. It's more like a Saturday morning cartoon.
There are plenty of other ways to do it. For example each use of magic could require specific materials, specific conditions, etc.The concept of only being able to do so much magic within a given time is sound, if only because were magic to be unlimited in a setting that setting would quickly become unrecognizable from anything we can relate to - for the short time it existed before self-destructing, that is.
So, the question becomes how to quantify those limitations; and while neither slots nor spell points (I've used both) is a perfect answer by any means, they'll have to do until a better method comes along.
The other option, of course, would be to do away with spellcasting classes entirely; but somehow I don't think that idea's gonna fly very far.
It sounds like you are thinking of the trauma and fatigue reflected in HP loss as somehow fully disappearing, with bruises fading away completely, cuts turning into scars, or no mark at all, and fatigue recovered perfectly.This has me scratching my head. In what movie about heroes do the heroes heal all of their wounds overnight without the aid of technology or magic? My experience reading and watching about heroes is that they must at some point suffer through adversity or pain (that which cannot be resolved automatically overnight) in order to prove that they are heroes within the story. What you are describing to me sounds more like superheroes when they are fighting normal criminals. And even superheroes, when faced with a real threat, suffer issues such as losing their powers, acquiring vulnerabilities that can be exploited, etc.
So, the explanation that automatic nightly regeneration of HP is because they're heroes doesn't adequately explain this for me.
You did however try to include teamwork for example, which is not part of this divide in opinion in your characterisation of the two sides.Well, good for you, and for your rejection. I mean, "broad strokes." Who would ever do that? Like ... dualities? Binaries? Manichean worldviews?
My goodness, I must have invented these ideas out of whole cloth! I surely came up with this typology all on my lonesome, that has never, ever, been applied to anything in the world before ... and certainly never been applied to this specific concept in D&D. I mean ... grognard? Fantasy Vietnam? High fantasy v. swords and sorcery? Boy, I should get a pat on the back for how novel and amazing these concepts are.
Its also a bit of a misreading to insinuate that the rule implies that statement. Even if you ignore Exhaustion/Fatigue levels and choose to believe that PCs are somehow fully regenerating cuts and sprains, there are things like lingering injuries available.I agree with this too, but I also think it's only natural for people to react to changes made by product designers. From my point of view, some shock comes from the fact that this rule makes an implied statement about D&D settings:
"Player characters are never injured for more than 24-hours."
To me this is a pretty extreme statement to make in a fantasy setting. Others are fine with it because they never explored that space to begin with. If a PC was down for a day or more it only impeded their fun, and did not add to their immersion.
Just for grins, an article about how badly John McCane would have been hurt in just one movie here.
I mean, I get the whole "it's too easy to recover" thing. But movies and TV time and time again show someone with "a mere flesh wound" after being shot in the shoulder. The hero needs to get back in the action so they take off the sling, wince so you know they're still hurt and then act as if nothing's wrong.
Real world "flesh wound" can take months, years or forever to heal. It's one of the reasons I justify it with "magic".
But you absolutely can have characters suffer wounds under abstract HP.
More importantly, if you let go of the idea that HP are the only or best way to represent physical injury, this ceases to be a problem. Use lingering injuries from the DMG, or[...]