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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="Nahat Anoj" data-source="post: 4008753" data-attributes="member: 25075"><p>What exactly is the problem, here? Why does it matter if the hp loss is described as fatigue/exertion that is later "healed" by a Heal check or divine magic? I don't mean any disrespect, I'm just trying to understand your point of view.</p><p></p><p>It sounds to me like you think that the initial narration of damage needs to be firmly established, and that "overturning" that initial narration through healing somehow "breaks" things. Is that right?</p><p></p><p></p><p>Sure it works. Just because the fighter is at full hitpoints doesn't mean he doesn't still look like crap. He could have tons of small cuts and bruises, or maybe even a serious one (heroes fighting on with what looks like serious wounds is a common trope of action movies), but he is at peak fighting potential because his spirit has been renewed.</p><p></p><p></p><p>A Diploamcy based heal would make an interesting feat (or, even better, an Intimidate based heal ... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) In any even, I think of a Heal check as having a lot to do with words of encouragement and giving the care and support to eases your patient's troubled spirit. </p><p></p><p></p><p></p><p>Again, why not?</p><p></p><p></p><p>Well, IMO, I think it might be better to focus less of fluff for fluff's sake[1] and more on allowing fluff to describe the outcome of the mechanics and lead the narrative and story in certain directions. Fluff is just a tool IMO, not the central aspect of the game.</p><p></p><p></p><p>Why do sharks go into a frenzy when they smell blood? Why does a boxer, observing momentary weakness in his opponent, suddenly go all out? You can think of it as adrenaline rush, desperation, or what have you.</p><p></p><p></p><p>I bet in a future D&D supplement, they'll make a damage type called "lethal" or something that can only be healed by magic. This would allow you to dial up or down the grittiness of the game. Having said that, IMO the core D&D game is cinematic and action-oriented. All the rules and fluff should reflect that style IMO.</p><p></p><p>[1] "For fluff's sake" ... I'll have to remember that phraseology <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> .</p></blockquote><p></p>
[QUOTE="Nahat Anoj, post: 4008753, member: 25075"] What exactly is the problem, here? Why does it matter if the hp loss is described as fatigue/exertion that is later "healed" by a Heal check or divine magic? I don't mean any disrespect, I'm just trying to understand your point of view. It sounds to me like you think that the initial narration of damage needs to be firmly established, and that "overturning" that initial narration through healing somehow "breaks" things. Is that right? Sure it works. Just because the fighter is at full hitpoints doesn't mean he doesn't still look like crap. He could have tons of small cuts and bruises, or maybe even a serious one (heroes fighting on with what looks like serious wounds is a common trope of action movies), but he is at peak fighting potential because his spirit has been renewed. A Diploamcy based heal would make an interesting feat (or, even better, an Intimidate based heal ... ;) ) In any even, I think of a Heal check as having a lot to do with words of encouragement and giving the care and support to eases your patient's troubled spirit. Again, why not? Well, IMO, I think it might be better to focus less of fluff for fluff's sake[1] and more on allowing fluff to describe the outcome of the mechanics and lead the narrative and story in certain directions. Fluff is just a tool IMO, not the central aspect of the game. Why do sharks go into a frenzy when they smell blood? Why does a boxer, observing momentary weakness in his opponent, suddenly go all out? You can think of it as adrenaline rush, desperation, or what have you. I bet in a future D&D supplement, they'll make a damage type called "lethal" or something that can only be healed by magic. This would allow you to dial up or down the grittiness of the game. Having said that, IMO the core D&D game is cinematic and action-oriented. All the rules and fluff should reflect that style IMO. [1] "For fluff's sake" ... I'll have to remember that phraseology ;) . [/QUOTE]
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