Azzy
ᚳᚣᚾᛖᚹᚢᛚᚠ (He/Him)
Not since 3e.It is A game?
Not since 3e.It is A game?
Well there could be a narrative where nobody loses playing with their own character but some kind of narrative stress happens. This falls into the realm of play to see what happens.OK. Lets look at it this way:
A PC faces a foe that does lay them out for a day or more.
How is the gameplay experience of the player improved by this?
1) I would assume realism would be one way.
2) Perhaps having to sit out the next couple of sessions of play increases the drama for the player, in that they want to avoid having to miss more sessions if they can help it? The unpleasantness of the experience heightens the enjoyment of when they aren't forced to sit out a session?
- That doesn't really work so well because (assuming the DM is doing their job) there is still drama and risk of loss in the normal rules. (Admittedly the risk is loss of character rather than playing time, which may or may not be viewed as worse.)
What else have we got?
The success of a game isn't necessarily measured by its market share. It can be measured in whether or not the people who play it are having fun. If you look at a smaller game, like Magical Fury, then you can consider it to be very successful as long as people use it to have fun while role-playing in the world that its rules describe; even if it might not make a ton of money, and most people have never heard of it.I must admit that you're starting to lose me. Could you explain what you are speaking about in greater detail?
Which is the reason that this thread exists: to address the vast disparity between 5E and older editions. The rules of 5E agree with the lies told about older editions, and no longer agree with the reality described by older editions.Additionally, if you think HP prevents you from making a narrative as a "Traditional RPG would" then I have to point out that DnD is the most traditional RPG you can get. It was literally one of the first ones ever created, and it has always used HP to my knowledge.
And yet, despite being burdened with HP, we have been able to create meaningful narratives for decades.
No, it's a role-playing game, which demands higher standards of integrity than something like Monopoly.It IS a game.
I think the problem is that they made the default position into such an extreme of fast healing, that no amount of optional rules can bring it back. Literally, if you adopt the strictest options in the book, you can still go from 1hp to full over an eight hour short rest (by spending all of your Hit Dice). That places a hard limit on how badly someone can get hurt, as long as the possibility exists to heal it completely overnight.Don't like the default? There are plenty of optional rules that modify that.
No, it's a role-playing game, which demands higher standards of integrity than something like Monopoly.
Games don't have to make internal sense as a narrative. Role-playing games do.
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.
I agree it's not that stark visually, even in my mind. Bruises, cuts and bandages aren't the pain and suffering I'm referring to, though. Visual imagery quibbles aside, my point is that no injury lasts longer than 24 hours that is significant enough to cause the hero to adjust their plans. No PC will ever face a foe that lays them out for a day or more. While D&D can be enjoyed playing this way, I think there is a sense of drama that is lost -- a missed opportunity.
And yes, again I'll say that I'm not personally looking for solutions to something I see as an intractable problem I need help with. It's more my observation of the change in tone of D&D in modern times, and this rule change as a sign of that.
I think the problem is that they made the default position into such an extreme of fast healing, that no amount of optional rules can bring it back. Literally, if you adopt the strictest options in the book, you can still go from 1hp to full over an eight hour short rest (by spending all of your Hit Dice). That places a hard limit on how badly someone can get hurt, as long as the possibility exists to heal it completely overnight.
And because the default is so extreme, it makes the old default appear extreme to anyone used to the new method. You would need to have a pre-existing group of old players in order successfully sell them on 3E-style healing, because it would seem so Draconian to a mixed group of newer players.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.