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Damage on a Miss: Because otherwise Armour Class makes no sense
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<blockquote data-quote="D'karr" data-source="post: 6459352" data-attributes="member: 336"><p>I'm not sure how you would reach that conclusion since healing in AD&D doesn't care whether HP are meat, luck, skill, divine favor, etc. Without magical healing HP Recovery is ALWAYS the same. One HP recovered for FULL day of rest for the first week (7), add your CON bonus from then on. You have a different cap if you have a CON Penalty but that is also irrelevant to the conversation. If the fighter was unlucky enough to go to 0 (or -3 optionally) then start chunking in weeks and even magical healing is limited.</p><p></p><p>So the idea that one needs to determine the nature of the wound is irrelevant as ALL HP are recovered in the exact same manner. There is no special healing path if the HP is meat, and another if the HP was luck, skill, divine favor.</p><p></p><p>This is one of the reasons that HP recovery and HP description in AD&D are somewhat schizophrenic. The description of HP as luck, skill, etc. all of a sudden disappears when you lose HP. Why would it be so difficult to recover skill, luck, stamina, etc.?</p><p></p><p>Just because the system sucked doesn't mean that it is not workable. Once again the only reason it is workable is because it is an abstract system. Doesn't mean that sitting out the game for several "game weeks" when your character lost HP was not a sucky way of addressing the problem.</p><p></p><p></p><p>4e and 5e could easily be tweaked in either direction. You want longer recovery, change the rate of resting recovery. However, and this is where I think both make a design faux pas, the DM should be aware of what should be adjusted to make that work (encounter building, etc.)</p><p></p><p></p><p>Enter the cheap magic item economy - there is a reason wands of cure light wounds were so prevalent in the game. This was a conscious design step taken to address what was already happening in the majority of games as the AD&D HP system sucked and the only way to counter it was with magic. So the designers moved what was happening in a majority of games and made it core.</p><p></p><p>In other words, the AD&D system had some flaws, the 3e system fixed them but the fix relied entirely on magic. It still had the issue of the healbot having to spend their actions solely in a support role. With magic items at least the rogue could use the wand with Use Magic Device and the healbot did not have to spend their spell slots in healing spells.</p><p></p><p>What 4e and 5e do is keep this type of accelerated healing and make it core so it does not require magic.</p><p></p><p>Where both systems fail is in being overt to the DM in how to change it to fit their tastes. The DMG module for healing in 5e does not advice the DM in what to do with encounter building if he decides to change the rest period frequency. 4e unfortunately does not address it, though it is trivially simple to do.</p><p></p><p></p><p></p><p>Understood and I can agree, but the nature of HP have nothing to do with that as was shown with what AD&D was doing.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6459352, member: 336"] I'm not sure how you would reach that conclusion since healing in AD&D doesn't care whether HP are meat, luck, skill, divine favor, etc. Without magical healing HP Recovery is ALWAYS the same. One HP recovered for FULL day of rest for the first week (7), add your CON bonus from then on. You have a different cap if you have a CON Penalty but that is also irrelevant to the conversation. If the fighter was unlucky enough to go to 0 (or -3 optionally) then start chunking in weeks and even magical healing is limited. So the idea that one needs to determine the nature of the wound is irrelevant as ALL HP are recovered in the exact same manner. There is no special healing path if the HP is meat, and another if the HP was luck, skill, divine favor. This is one of the reasons that HP recovery and HP description in AD&D are somewhat schizophrenic. The description of HP as luck, skill, etc. all of a sudden disappears when you lose HP. Why would it be so difficult to recover skill, luck, stamina, etc.? Just because the system sucked doesn't mean that it is not workable. Once again the only reason it is workable is because it is an abstract system. Doesn't mean that sitting out the game for several "game weeks" when your character lost HP was not a sucky way of addressing the problem. 4e and 5e could easily be tweaked in either direction. You want longer recovery, change the rate of resting recovery. However, and this is where I think both make a design faux pas, the DM should be aware of what should be adjusted to make that work (encounter building, etc.) Enter the cheap magic item economy - there is a reason wands of cure light wounds were so prevalent in the game. This was a conscious design step taken to address what was already happening in the majority of games as the AD&D HP system sucked and the only way to counter it was with magic. So the designers moved what was happening in a majority of games and made it core. In other words, the AD&D system had some flaws, the 3e system fixed them but the fix relied entirely on magic. It still had the issue of the healbot having to spend their actions solely in a support role. With magic items at least the rogue could use the wand with Use Magic Device and the healbot did not have to spend their spell slots in healing spells. What 4e and 5e do is keep this type of accelerated healing and make it core so it does not require magic. Where both systems fail is in being overt to the DM in how to change it to fit their tastes. The DMG module for healing in 5e does not advice the DM in what to do with encounter building if he decides to change the rest period frequency. 4e unfortunately does not address it, though it is trivially simple to do. Understood and I can agree, but the nature of HP have nothing to do with that as was shown with what AD&D was doing. [/QUOTE]
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