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General Tabletop Discussion
*Dungeons & Dragons
Clerics healing HP damage to subdual
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<blockquote data-quote="Khaalis" data-source="post: 102776" data-attributes="member: 2167"><p>This is a very difficult concept to work with. First you have to decide what "healing" is in your game. D&D is very ambiguous on this topic. Currently the system is designed to be streamlined and easily managed - not to make any kind of logical "realistic" sense.</p><p></p><p>If 80% of your HP is fatigue, then why isn't there a system that says you take Subdual Damage until reduced to 20% of current max, then take real damage? This is much more realistic in that once reduced, you can rest and recuperate a few hours and be back to full fighting health if you did not take "physical wounds".</p><p></p><p>If you use the 80/20 rule-zero, then all wounds up to 80% are subdual with 20% being physical. You could then say that Magical healing converts physical wounds to subdual damage as presented in WoT and it would make perfect sense. </p><p></p><p>What I would do to balance this, is I would allow healing spells to be cast to remove subdual damage as well as physical damage but at a penalty. I would allow Cure spells to function as normal when converting Physical to Subdual (thus a Cure Light converts 1d8+1/Lv from Physical to Subdual). Then when spells are cast to reduce Subdual damage, you could allow the Cure spells to reduce the minutes of downtime to recuperate equal to say the number of points of healing x5 (using 5 minute increments).</p><p></p><p>Example: A PC is wounded in physical damage. A 5th level Cleric casts 1 Cure Light to convert into Subdual damage (average 9hp of healing). Now say it is going to take the "wounded" PC 2 hours to "heal" the subdual damage. The cleric could then cast another Cure Light to reduce the healing time by 45 minutes from 2 hours to 1.25 hours (assuming average 9 on the Cure Light).</p><p></p><p>Just an idea. This brings in a more realistic look at HP as well as making it lower on the magic level of healing more like the grittiness of Shadowrun.</p><p></p><p>EXAMPLE:</p><p></p><p>20th Level Fighter with 200hp:</p><p>-----------------------------</p><p>Base D&D (100%) = 200hp</p><p></p><p>Real Damage (20%) = 40hp</p><p>Fatigue Damage (80%) = 160hp</p><p></p><p></p><p></p><p>Damaged to 10hp Remaining:</p><p>-------------------------</p><p>Base D&D (100%) = 190hp Damage</p><p></p><p>Real Damage (20%) = 30hp Damage</p><p>Fatigue Damage (80%) = 160hp Damage</p><p></p><p></p><p></p><p>Natural Heal Time to Full: </p><p>-------------------------</p><p>(Real = Lv in HP per Night (20) / Subdual = Lv in HP per Hour (20))</p><p></p><p>Base D&D (100%) = 10 DAYS (190 points / 20hp per day)</p><p></p><p>Real Damage (20%) = 2 Days (30 points / 20hp per day)</p><p>Fatigue Damage (80%) = 8 hours (160 points / 20hp per hour)</p><p>(Total 3 Days)</p><p></p><p></p><p></p><p>Magical Healing to Full (Assume Lv 20 Cleric as well): </p><p>-----------------------</p><p>Base D&D (100%) = 190 points healed by Heal + Cure Light = 6 Seconds</p><p></p><p>Conversion Only:</p><p>Real Damage (20%) = 30 points converted to Subdual Damage = Cure Serious = 3 Seconds</p><p>Fatigue Damage (80%) = 190 points / 20hp per hour = 9.5 Hours</p><p></p><p>Full Heal:</p><p>Real Damage (20%) = 30 points converted to Subdual Damage = Cure Serious = 3 Seconds</p><p>Fatigue Damage (80%) = 9.5 Hours reduced by Heal = (186 points x5 minutes = -930 minutes or -15.5 hours) = 3 Seconds</p><p></p><p></p><p>(I forget the LV Cap on Cure spells but I think I am close for the Cure Serious.)</p></blockquote><p></p>
[QUOTE="Khaalis, post: 102776, member: 2167"] This is a very difficult concept to work with. First you have to decide what "healing" is in your game. D&D is very ambiguous on this topic. Currently the system is designed to be streamlined and easily managed - not to make any kind of logical "realistic" sense. If 80% of your HP is fatigue, then why isn't there a system that says you take Subdual Damage until reduced to 20% of current max, then take real damage? This is much more realistic in that once reduced, you can rest and recuperate a few hours and be back to full fighting health if you did not take "physical wounds". If you use the 80/20 rule-zero, then all wounds up to 80% are subdual with 20% being physical. You could then say that Magical healing converts physical wounds to subdual damage as presented in WoT and it would make perfect sense. What I would do to balance this, is I would allow healing spells to be cast to remove subdual damage as well as physical damage but at a penalty. I would allow Cure spells to function as normal when converting Physical to Subdual (thus a Cure Light converts 1d8+1/Lv from Physical to Subdual). Then when spells are cast to reduce Subdual damage, you could allow the Cure spells to reduce the minutes of downtime to recuperate equal to say the number of points of healing x5 (using 5 minute increments). Example: A PC is wounded in physical damage. A 5th level Cleric casts 1 Cure Light to convert into Subdual damage (average 9hp of healing). Now say it is going to take the "wounded" PC 2 hours to "heal" the subdual damage. The cleric could then cast another Cure Light to reduce the healing time by 45 minutes from 2 hours to 1.25 hours (assuming average 9 on the Cure Light). Just an idea. This brings in a more realistic look at HP as well as making it lower on the magic level of healing more like the grittiness of Shadowrun. EXAMPLE: 20th Level Fighter with 200hp: ----------------------------- Base D&D (100%) = 200hp Real Damage (20%) = 40hp Fatigue Damage (80%) = 160hp Damaged to 10hp Remaining: ------------------------- Base D&D (100%) = 190hp Damage Real Damage (20%) = 30hp Damage Fatigue Damage (80%) = 160hp Damage Natural Heal Time to Full: ------------------------- (Real = Lv in HP per Night (20) / Subdual = Lv in HP per Hour (20)) Base D&D (100%) = 10 DAYS (190 points / 20hp per day) Real Damage (20%) = 2 Days (30 points / 20hp per day) Fatigue Damage (80%) = 8 hours (160 points / 20hp per hour) (Total 3 Days) Magical Healing to Full (Assume Lv 20 Cleric as well): ----------------------- Base D&D (100%) = 190 points healed by Heal + Cure Light = 6 Seconds Conversion Only: Real Damage (20%) = 30 points converted to Subdual Damage = Cure Serious = 3 Seconds Fatigue Damage (80%) = 190 points / 20hp per hour = 9.5 Hours Full Heal: Real Damage (20%) = 30 points converted to Subdual Damage = Cure Serious = 3 Seconds Fatigue Damage (80%) = 9.5 Hours reduced by Heal = (186 points x5 minutes = -930 minutes or -15.5 hours) = 3 Seconds (I forget the LV Cap on Cure spells but I think I am close for the Cure Serious.) [/QUOTE]
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