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<blockquote data-quote="Herremann the Wise" data-source="post: 1021320" data-attributes="member: 11300"><p>I thought I might weigh in to this debate.</p><p></p><p>There are many anomalies in regards to the HP/AC system.</p><p></p><p>For example, using the previous example of a high level fighter and a low level fighter, one with 100HP's and the other with 10HP's:</p><p></p><p>Both are reduced to 10% of their maximum HPs: 10 and 1 respectively.</p><p>Mr Cleric comes up and does a cure light wounds on both of them. The Hero looks up in dismay wondering why he is not worthy for Mr Cleric's Deity's healing while our young novice has been blessed with almost full health.</p><p></p><p>- On a side note, I always like to differentiate between Divine Healing - fixes it up without a scratch - and Accelerated Natural Healing from a Druid - don't worry lad, the scars give you character. However, I have ran into a problem with the Bard's healing - which personally I think does not feel right anyway. What should the Bard's healing do?</p><p></p><p>However, when it comes to resting, characters get their level back in HP's. However, this means that wizards and sorcerers are much quicker healers than Fighters and believe it or not Barabarians! Not realistic but perhaps slightly more balanced than the previous Cure Light Wounds example. So, should Cure Light Wounds increase HP's by a stock percentage instead lets say 30% of your Max HP's. A little too much calculation for some but at least somewhat balanced.</p><p></p><p>In terms of describing damage, the DM is confronted with further problems as highlighted in previous discussion. One solution by those exasperated with the system is simply to describe a critical hit as "you smash your weapon across his face in a shower of blood" regardless of whether the blow has killed, maimed or barely affected the now faceless opponent. If they come back at you well then they must be able to "play with pain". However, for those of us who like to adhere to a completely logical system, this further corrupts what is described to have happened and the actual statistical result of what has happened.</p><p></p><p>Personally, I like to make out divisions for providing decent explanations.</p><p>Providing description for damage resulting in a percentage of Max HP's left:</p><p></p><p>50-100% - scratches, flesh wounds, bruises and corks.</p><p>25-50% - more serious wounds such as meaty slashes to the appendages and even the body.</p><p>0-25% - the nasty stuff, depending upon whether they can still take a mediocre hit or whether they are just about to drop. I like to save my worst descriptive violence to the head for these situations.</p><p></p><p>However, again the same problems arise when people heal.</p><p></p><p>So perhaps the thing to do is just accept the anomalies and just enjoy the game and the DM's vivid descriptions. Should the DM house rule AC changes to narrow the range of anomalies? Personally I think not. WotC have given us a game with a reasonable balance to it. I would look at fixing other issues- well maybe my bad guy does not need to have a +5 weapon - before I mucked around with ACs. Sometimes, you introduce something into the game which forces you to make these changes though.</p><p></p><p>Does anyone out there have a way or explanation of getting around the healing situations I mentioned?</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 1021320, member: 11300"] I thought I might weigh in to this debate. There are many anomalies in regards to the HP/AC system. For example, using the previous example of a high level fighter and a low level fighter, one with 100HP's and the other with 10HP's: Both are reduced to 10% of their maximum HPs: 10 and 1 respectively. Mr Cleric comes up and does a cure light wounds on both of them. The Hero looks up in dismay wondering why he is not worthy for Mr Cleric's Deity's healing while our young novice has been blessed with almost full health. - On a side note, I always like to differentiate between Divine Healing - fixes it up without a scratch - and Accelerated Natural Healing from a Druid - don't worry lad, the scars give you character. However, I have ran into a problem with the Bard's healing - which personally I think does not feel right anyway. What should the Bard's healing do? However, when it comes to resting, characters get their level back in HP's. However, this means that wizards and sorcerers are much quicker healers than Fighters and believe it or not Barabarians! Not realistic but perhaps slightly more balanced than the previous Cure Light Wounds example. So, should Cure Light Wounds increase HP's by a stock percentage instead lets say 30% of your Max HP's. A little too much calculation for some but at least somewhat balanced. In terms of describing damage, the DM is confronted with further problems as highlighted in previous discussion. One solution by those exasperated with the system is simply to describe a critical hit as "you smash your weapon across his face in a shower of blood" regardless of whether the blow has killed, maimed or barely affected the now faceless opponent. If they come back at you well then they must be able to "play with pain". However, for those of us who like to adhere to a completely logical system, this further corrupts what is described to have happened and the actual statistical result of what has happened. Personally, I like to make out divisions for providing decent explanations. Providing description for damage resulting in a percentage of Max HP's left: 50-100% - scratches, flesh wounds, bruises and corks. 25-50% - more serious wounds such as meaty slashes to the appendages and even the body. 0-25% - the nasty stuff, depending upon whether they can still take a mediocre hit or whether they are just about to drop. I like to save my worst descriptive violence to the head for these situations. However, again the same problems arise when people heal. So perhaps the thing to do is just accept the anomalies and just enjoy the game and the DM's vivid descriptions. Should the DM house rule AC changes to narrow the range of anomalies? Personally I think not. WotC have given us a game with a reasonable balance to it. I would look at fixing other issues- well maybe my bad guy does not need to have a +5 weapon - before I mucked around with ACs. Sometimes, you introduce something into the game which forces you to make these changes though. Does anyone out there have a way or explanation of getting around the healing situations I mentioned? Best Regards Herremann the Wise [/QUOTE]
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