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4e Healing was the best D&D healing
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<blockquote data-quote="Fanaelialae" data-source="post: 8043121" data-attributes="member: 53980"><p>From my perspective, slow healing is precisely what causes it to fall apart. Slow healing is only possible if every attack that deals damage results in physical injury.</p><p></p><p>It seems to me, that entails rationalizing how every attack, including an orcish greataxe or a giant swinging an oak tree, causes some small injury to the character, like a scratch or a bruise. I don't buy that leather armor +1 will spare you, even if you are just glanced by an oak being slammed down on you by a creature four times your size. Given the amount of kinetic energy involved, even a glancing blow ought to be serious or fatal. So we must assume that in this model, characters have superhuman toughness if such an attack is injurious. </p><p></p><p>Additionally, we somehow need to address why these superhuman individuals require weeks or even months to heal those bruises and scratches. In the real world, injuries typically heal in parallel rather than serially. However, slow healing is either serial (I heal this scratch today, and tomorrow I heal that scratch) or it requires that each new scratch causes all other scratches to heal more slowly. 1 scratch takes one day to heal, 2 scratches take two days to heal, and 60 scratches take sixty days to heal. </p><p></p><p>The more reasonable approach, to me, is that most attacks don't connect with the character (so long as they have hit points remaining). Obviously, attacks with an effect that require contact can be assumed to have made such contact. Hit points might represent some degree of physical resilience, but no more than we would expect of a tough soldier in our own world. Primarily though, they are more ephemeral factors (like the skill to dodge a deadly attack at the last second). Of course, in this context, slow healing makes no sense since hit points represent factors that you can recover readily, such as the fatigue caused by twisting out of the way of an otherwise lethal attack. "Injuries" such as visible bruises and scratches aren't even necessarily hit point loss, since these might not impede the character's performance in a meaningful way. Under this definition, loss of HP does not necessarily equate to physical harm.</p><p></p><p>YMMV</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8043121, member: 53980"] From my perspective, slow healing is precisely what causes it to fall apart. Slow healing is only possible if every attack that deals damage results in physical injury. It seems to me, that entails rationalizing how every attack, including an orcish greataxe or a giant swinging an oak tree, causes some small injury to the character, like a scratch or a bruise. I don't buy that leather armor +1 will spare you, even if you are just glanced by an oak being slammed down on you by a creature four times your size. Given the amount of kinetic energy involved, even a glancing blow ought to be serious or fatal. So we must assume that in this model, characters have superhuman toughness if such an attack is injurious. Additionally, we somehow need to address why these superhuman individuals require weeks or even months to heal those bruises and scratches. In the real world, injuries typically heal in parallel rather than serially. However, slow healing is either serial (I heal this scratch today, and tomorrow I heal that scratch) or it requires that each new scratch causes all other scratches to heal more slowly. 1 scratch takes one day to heal, 2 scratches take two days to heal, and 60 scratches take sixty days to heal. The more reasonable approach, to me, is that most attacks don't connect with the character (so long as they have hit points remaining). Obviously, attacks with an effect that require contact can be assumed to have made such contact. Hit points might represent some degree of physical resilience, but no more than we would expect of a tough soldier in our own world. Primarily though, they are more ephemeral factors (like the skill to dodge a deadly attack at the last second). Of course, in this context, slow healing makes no sense since hit points represent factors that you can recover readily, such as the fatigue caused by twisting out of the way of an otherwise lethal attack. "Injuries" such as visible bruises and scratches aren't even necessarily hit point loss, since these might not impede the character's performance in a meaningful way. Under this definition, loss of HP does not necessarily equate to physical harm. YMMV [/QUOTE]
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