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<blockquote data-quote="Thia Halmades" data-source="post: 2706756" data-attributes="member: 35863"><p>See RC? Coffee. Good morning.</p><p></p><p>I come from the 'realism is good' camp myself, so really I only have a couple of key points here.</p><p></p><p>- You've clearly HR'd your healing system. Were the PCs advised of this in advance? As in, is this the first time this has happened and they are just now discovering the fatal flaw, or were they apprised of the situation prior?</p><p></p><p>If they knew before, and had a total grasp of it, then the argument is somewhat moot. The jerk answer is - "Your campaign, your rule." The polite response is: "I understand what you're saying, but I explained this before, and it adds a 'look & feel' to this campaign that otherwise isn't represented in the rules. We can work out ways for you to accelerate this process."</p><p></p><p>For example: If you want to include this variant (taking away from the Cleric) than you may want to include variant healing as well - since your rule stipulates that the PC need only heal naturally the damage taken, then they'll be able to do it fairly quickly, healing their HP in a night, it'll probably take two nights or so. With a successful Heal check, you may allow the Cleric to properly set the bones, thus 'doubling' the heal rate for that wound, rather than letting it heal over time.</p><p></p><p>- Since you HR'd the healing system, have you considered <strong>Eloi's</strong> suggestion? A mending spell would handle this just fine.</p><p></p><p>Me personally, I side with the DM. Look & Feel is huge to making the campaign play out in your head how you want it too. However, we are using a 'heroic' damage system - you aren't critically injured until you hit 0. Everything before then is just a flesh wound. Wanting to represent a more significant combat/damage system is admirable, but most folk are playing D&D to be heroic. They don't consider getting their jaw shattered to be heroic. Clearly, they don't watch enough action films.</p><p></p><p>RC brings up an excellent point as well, though - so long as the sword swings both ways, then heroism becomes as much about overcoming adversity as it does about not getting incapacitated. Here's a though. Why don't you post the entire rule so we can review it? That way we'll have a clear idea of whether the system in general is balanced.</p><p></p><p>My initial reaction? This is fine. I'd do it myself, but I don't have the interest in handling combat that way when most of my PCs opponents are demons, undead & constructs.</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2706756, member: 35863"] See RC? Coffee. Good morning. I come from the 'realism is good' camp myself, so really I only have a couple of key points here. - You've clearly HR'd your healing system. Were the PCs advised of this in advance? As in, is this the first time this has happened and they are just now discovering the fatal flaw, or were they apprised of the situation prior? If they knew before, and had a total grasp of it, then the argument is somewhat moot. The jerk answer is - "Your campaign, your rule." The polite response is: "I understand what you're saying, but I explained this before, and it adds a 'look & feel' to this campaign that otherwise isn't represented in the rules. We can work out ways for you to accelerate this process." For example: If you want to include this variant (taking away from the Cleric) than you may want to include variant healing as well - since your rule stipulates that the PC need only heal naturally the damage taken, then they'll be able to do it fairly quickly, healing their HP in a night, it'll probably take two nights or so. With a successful Heal check, you may allow the Cleric to properly set the bones, thus 'doubling' the heal rate for that wound, rather than letting it heal over time. - Since you HR'd the healing system, have you considered [B]Eloi's[/B] suggestion? A mending spell would handle this just fine. Me personally, I side with the DM. Look & Feel is huge to making the campaign play out in your head how you want it too. However, we are using a 'heroic' damage system - you aren't critically injured until you hit 0. Everything before then is just a flesh wound. Wanting to represent a more significant combat/damage system is admirable, but most folk are playing D&D to be heroic. They don't consider getting their jaw shattered to be heroic. Clearly, they don't watch enough action films. RC brings up an excellent point as well, though - so long as the sword swings both ways, then heroism becomes as much about overcoming adversity as it does about not getting incapacitated. Here's a though. Why don't you post the entire rule so we can review it? That way we'll have a clear idea of whether the system in general is balanced. My initial reaction? This is fine. I'd do it myself, but I don't have the interest in handling combat that way when most of my PCs opponents are demons, undead & constructs. [/QUOTE]
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