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4e Healing was the best D&D healing
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<blockquote data-quote="Lanefan" data-source="post: 8052126" data-attributes="member: 29398"><p>Exactly.</p><p></p><p>To make it make logical sense, the problem that needs solving is that they can function as well at 1 of 100 as they can at 100 of 100. (or for better comparison among characters with different h.p. totals, 1% of full vs 100% of full) This is what I was trying to get at with the idea of conditions (usually negative) kicking in at 50%, 25%, 10% and 1.</p><p></p><p>It's more case by case for me. A hit from a Giant is going to be described differently than a hit from a Dragon's claw - the Giant hit might send you flying across the room while the Dragon's claw might leave a nasty scratch on your armour - and you.</p><p></p><p>To me all hit points are at least a tiny bit meat (if nothing else this makes damage-based effects e.g. poison and level drain easier to grok), with the meat ratio increasing greatly as you get close to 0.</p><p></p><p>I think that's 1e, using the death at -3 (or -10) option.</p><p></p><p>I'd rather find a way of solving the logic problem you point out in the first bit quoted, above. The idea of having 1 hit point mean different things in the fiction if you reach that number from above or below doesn't work well for me.</p><p></p><p>The ridiculous extreme, of course, is 5e's Whack-A-Mole idiocy, where a character can be at 0 h.p. and down one round, fully functional at 1 h.p. the next round, back down to 0 the round after, repeat until you run out of either ranged-cures or opponents.</p><p></p><p>The other option, of course, is to go to a wound-vitality or body-fatigue point system. We did this ages ago and it solves a ton of problems at cost of a bit of extra complication which very soon becomes second nature.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8052126, member: 29398"] Exactly. To make it make logical sense, the problem that needs solving is that they can function as well at 1 of 100 as they can at 100 of 100. (or for better comparison among characters with different h.p. totals, 1% of full vs 100% of full) This is what I was trying to get at with the idea of conditions (usually negative) kicking in at 50%, 25%, 10% and 1. It's more case by case for me. A hit from a Giant is going to be described differently than a hit from a Dragon's claw - the Giant hit might send you flying across the room while the Dragon's claw might leave a nasty scratch on your armour - and you. To me all hit points are at least a tiny bit meat (if nothing else this makes damage-based effects e.g. poison and level drain easier to grok), with the meat ratio increasing greatly as you get close to 0. I think that's 1e, using the death at -3 (or -10) option. I'd rather find a way of solving the logic problem you point out in the first bit quoted, above. The idea of having 1 hit point mean different things in the fiction if you reach that number from above or below doesn't work well for me. The ridiculous extreme, of course, is 5e's Whack-A-Mole idiocy, where a character can be at 0 h.p. and down one round, fully functional at 1 h.p. the next round, back down to 0 the round after, repeat until you run out of either ranged-cures or opponents. The other option, of course, is to go to a wound-vitality or body-fatigue point system. We did this ages ago and it solves a ton of problems at cost of a bit of extra complication which very soon becomes second nature. [/QUOTE]
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