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4e Healing was the best D&D healing
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<blockquote data-quote="Neonchameleon" data-source="post: 8039394" data-attributes="member: 87792"><p>And if someone is beaten to hell and back but is as physically and mentally able as they are when fresh that's entirely foreign to human experience. Likewise if someone's hit hard and directly by a morningstar, mace, or ogre club while wearing light and flexible or no armour and that doesn't break bones that's entirely foreign to human experience. Likewise if someone can have their bones broken and continue unimpeded, recovering in only a couple of weeks with no physical impact that's entirely foreign to human experience.</p><p></p><p>Hit points working as they do in AD&D is entirely foreign to human experience. I have however played numerous video games, mostly 80s beat em ups and 90s fighting games, and FPS games where "pounding away at the opponent's healthbar with no consequences except the occasional knockdown until the bar is depleted and health regenerates painfully slowly over time unless you pick up a medikit or other effectively magic form of healing" is the model.</p><p></p><p>The single model of hit points that is <em>most </em>in line with human experience, and it isn't even close is 4e's. That's because hit points in 4e work roughly the way they do during in a boxing match or a Hollywood action movie. 4e ditches the threadbare pretense of older editions and instead goes straight for the sort of combat damage you'd see in a big budget Hollywood action movie. Which is at least consistent and makes things a lot more tense and interesting.</p><p></p><p>If you want realism then you need a death spiral. If you want narrative consistency and consequences in a game about action heroes 4e works and 5e just about does because it's watered down 4e. If on the other hand you want something entirely foreign to human experience outside video games that aren't even pretending to be other than games you use classic hit points.</p><p></p><p></p><p></p><p>So you freely admit that the climbing is just as capable at 1hp as at full hp. It's simply that when rocks fall they are more likely to die. They've the same success chance and would get equally far on a climbing wall; the climbing skill they have is no different.</p><p></p><p></p><p></p><p>And somehow a magical world having people who recover fast is more immersion breaking?</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8039394, member: 87792"] And if someone is beaten to hell and back but is as physically and mentally able as they are when fresh that's entirely foreign to human experience. Likewise if someone's hit hard and directly by a morningstar, mace, or ogre club while wearing light and flexible or no armour and that doesn't break bones that's entirely foreign to human experience. Likewise if someone can have their bones broken and continue unimpeded, recovering in only a couple of weeks with no physical impact that's entirely foreign to human experience. Hit points working as they do in AD&D is entirely foreign to human experience. I have however played numerous video games, mostly 80s beat em ups and 90s fighting games, and FPS games where "pounding away at the opponent's healthbar with no consequences except the occasional knockdown until the bar is depleted and health regenerates painfully slowly over time unless you pick up a medikit or other effectively magic form of healing" is the model. The single model of hit points that is [I]most [/I]in line with human experience, and it isn't even close is 4e's. That's because hit points in 4e work roughly the way they do during in a boxing match or a Hollywood action movie. 4e ditches the threadbare pretense of older editions and instead goes straight for the sort of combat damage you'd see in a big budget Hollywood action movie. Which is at least consistent and makes things a lot more tense and interesting. If you want realism then you need a death spiral. If you want narrative consistency and consequences in a game about action heroes 4e works and 5e just about does because it's watered down 4e. If on the other hand you want something entirely foreign to human experience outside video games that aren't even pretending to be other than games you use classic hit points. So you freely admit that the climbing is just as capable at 1hp as at full hp. It's simply that when rocks fall they are more likely to die. They've the same success chance and would get equally far on a climbing wall; the climbing skill they have is no different. And somehow a magical world having people who recover fast is more immersion breaking? [/QUOTE]
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