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Cure x Wounds - Explain this
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<blockquote data-quote="Thorvald Kviksverd" data-source="post: 185131" data-attributes="member: 1495"><p>Just posted this over in another thread.</p><p></p><p>First, a little semantic sleight of hand...</p><p></p><p><span style="color: red">Instead of Hit Points, call them Hero Points.</span></p><p></p><p>Now, since healing magic is divine in nature, it can be viewed as restoring divine favor, supernatural luck, etc. faster than is otherwise possible. (In other words, you can use up your store of luck, and the powers that be are not always particularly prompt in replacing it.)</p><p></p><p>Actual serious physical damage would still be represented by the last few HPs, and anything beyond the 1st HD or so would be a result of the character's heroic luck, divine providence, or what have you.</p><p></p><p>As another possible benefit, if you dislike high HP totals in your campaign, you could allow Hero Points to be useful for something other than simply absorbing "damage"--perhaps allowing characters to choose to burn a little of their luck in order to make crucial skill rolls or saves. This would help to deflate some of the more extreme HP totals I think--while still giving the character some benefit for having them to begin with (as opposed to simply reducing them, or choosing to up the damage of attacks vs the characters).</p></blockquote><p></p>
[QUOTE="Thorvald Kviksverd, post: 185131, member: 1495"] Just posted this over in another thread. First, a little semantic sleight of hand... [color=red]Instead of Hit Points, call them Hero Points.[/color] Now, since healing magic is divine in nature, it can be viewed as restoring divine favor, supernatural luck, etc. faster than is otherwise possible. (In other words, you can use up your store of luck, and the powers that be are not always particularly prompt in replacing it.) Actual serious physical damage would still be represented by the last few HPs, and anything beyond the 1st HD or so would be a result of the character's heroic luck, divine providence, or what have you. As another possible benefit, if you dislike high HP totals in your campaign, you could allow Hero Points to be useful for something other than simply absorbing "damage"--perhaps allowing characters to choose to burn a little of their luck in order to make crucial skill rolls or saves. This would help to deflate some of the more extreme HP totals I think--while still giving the character some benefit for having them to begin with (as opposed to simply reducing them, or choosing to up the damage of attacks vs the characters). [/QUOTE]
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