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Different flavors of healing
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<blockquote data-quote="Yaarel" data-source="post: 8378025" data-attributes="member: 58172"><p>Keep ideas coming!</p><p></p><p>Here are some thoughts that come to mind.</p><p></p><p></p><p>Designing features that heal, can think about what kind of healing it is, and decide the mechanical quirks relating to the flavor.</p><p></p><p>I would avoid separate hit point pools, to track different kinds of damage and healing separately.</p><p></p><p>But an effect that heals can easily add other related mechanics as well. For example, a Morale effect that grants damage resistance might grant Frightened resistance as well.</p><p></p><p></p><p>Mental attitude might be enduring too.</p><p></p><p></p><p>Heh, there are no broken bones in D&D! No mechanics to represent such a concept.</p><p></p><p>I know what you mean. I think hitting zero hit points is "real" damage. It would make sense if reaching zero invited enduring wounds.</p><p></p><p>A simple rule is each time a character hits zero hit points, a level of Exhaustion occurs. Depending on the context of the damage (fall, sword slash, drowning, lightning, etcetera), the DM decides which bodypart was injured. However, the DM needs to be able to pick the Exhaustion effect out of order. For example, an injured arm wouldnt reduce speed, but can cause skill disadvantage. But if several zeroes accumulate Exhaustion 4, becoming slow and sluggish can make sense. DMs choice.</p><p></p><p>A more complex mechanic might track injuries that take days, weeks, or months to heal, or even an indefinite loss.</p><p></p><p>In any case, a Morale healing might heighten intangibles, thus restore hit points to max, but might not overcome the impediments of Exhaustion.</p><p></p><p></p><p>I can visualize this Morale healing effect vividly. Grant temporary hit point vigor to someone dying. The character gets up and presses on. But when the vigor effect runs out, the character collapses back into unconsciousness, but this time is stabilized, without needing death saves.</p><p></p><p>The image also works great for fightsport scenes, where damage is intentionally nonlethal.</p><p></p><p>Even if Morale healing is by a nonmagical character, it should still be as powerful as various healing methods by a magical character of the same level.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8378025, member: 58172"] Keep ideas coming! Here are some thoughts that come to mind. Designing features that heal, can think about what kind of healing it is, and decide the mechanical quirks relating to the flavor. I would avoid separate hit point pools, to track different kinds of damage and healing separately. But an effect that heals can easily add other related mechanics as well. For example, a Morale effect that grants damage resistance might grant Frightened resistance as well. Mental attitude might be enduring too. Heh, there are no broken bones in D&D! No mechanics to represent such a concept. I know what you mean. I think hitting zero hit points is "real" damage. It would make sense if reaching zero invited enduring wounds. A simple rule is each time a character hits zero hit points, a level of Exhaustion occurs. Depending on the context of the damage (fall, sword slash, drowning, lightning, etcetera), the DM decides which bodypart was injured. However, the DM needs to be able to pick the Exhaustion effect out of order. For example, an injured arm wouldnt reduce speed, but can cause skill disadvantage. But if several zeroes accumulate Exhaustion 4, becoming slow and sluggish can make sense. DMs choice. A more complex mechanic might track injuries that take days, weeks, or months to heal, or even an indefinite loss. In any case, a Morale healing might heighten intangibles, thus restore hit points to max, but might not overcome the impediments of Exhaustion. I can visualize this Morale healing effect vividly. Grant temporary hit point vigor to someone dying. The character gets up and presses on. But when the vigor effect runs out, the character collapses back into unconsciousness, but this time is stabilized, without needing death saves. The image also works great for fightsport scenes, where damage is intentionally nonlethal. Even if Morale healing is by a nonmagical character, it should still be as powerful as various healing methods by a magical character of the same level. [/QUOTE]
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