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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e Heal info in new Confessions article
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4008622" data-attributes="member: 710"><p>I see your problem here, and I think I agree with it. Maybe the best way to handle is to avoid describing any blow as physical unless</p><p>- it causes you to become blooded</p><p>- drops you below 0 hit points. </p><p>- no way you can get a healing surge again. (Maybe there is a daily limit, I don't know.</p><p>From what I know, what can't happen is that you can be healed back to 100 %. I thought it could usually only be triggered if below 50 %, and doesn't heal more than 1/4 of your normal hp. But I might be wrong on that. I have only limited experience due to reading through Saga, but haven't played with any of it yet.</p><p></p><p></p><p>I thought it was more the direction of fluff goes into the rules. You don't just get the "Modify Spell Area" feat, you become a "Golden Wyvern Adept". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Maybe they were actually going both ways, and it turns out that many people don't like either one direction or the other, or both. </p><p></p><p></p><p>Personally, I think it's nice if rules have a (possible) fluff explaination, and I also like it if the fluff of a game is found in its rules again. If I am playing a LotR game, I don't want my Wizard to throw a fireball. If Fighters can learn how to disarm enemies better, it's nice if there is a "martial school" in the setting that teaches it. </p><p>If a game uses hit points scaling with level, I want a kind of in-game explaination how I can explain damage or healing. In all cases, I'd prefer if the fluff-explainations aren't to narrow (not "you must have gone to the Montoya Fighting College for 1 year before you can learn Ambidexterity." "You must be a Cleric to even have a chance of healing hit points!"</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4008622, member: 710"] I see your problem here, and I think I agree with it. Maybe the best way to handle is to avoid describing any blow as physical unless - it causes you to become blooded - drops you below 0 hit points. - no way you can get a healing surge again. (Maybe there is a daily limit, I don't know. From what I know, what can't happen is that you can be healed back to 100 %. I thought it could usually only be triggered if below 50 %, and doesn't heal more than 1/4 of your normal hp. But I might be wrong on that. I have only limited experience due to reading through Saga, but haven't played with any of it yet. I thought it was more the direction of fluff goes into the rules. You don't just get the "Modify Spell Area" feat, you become a "Golden Wyvern Adept". :) Maybe they were actually going both ways, and it turns out that many people don't like either one direction or the other, or both. Personally, I think it's nice if rules have a (possible) fluff explaination, and I also like it if the fluff of a game is found in its rules again. If I am playing a LotR game, I don't want my Wizard to throw a fireball. If Fighters can learn how to disarm enemies better, it's nice if there is a "martial school" in the setting that teaches it. If a game uses hit points scaling with level, I want a kind of in-game explaination how I can explain damage or healing. In all cases, I'd prefer if the fluff-explainations aren't to narrow (not "you must have gone to the Montoya Fighting College for 1 year before you can learn Ambidexterity." "You must be a Cleric to even have a chance of healing hit points!" [/QUOTE]
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