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<blockquote data-quote="Pentegarn" data-source="post: 6387168" data-attributes="member: 100714"><p>Well, my experience with 5e D&D beyond the forums comes from participation in the Next playtest, and from a brief flip through the pages of the 5e PHB at my local hobby store roughly five days after the release to select stores. Due to the, as you put it, "encouter usually takes all night," issue of 3x and 4e, my groups briefly returned to 2e. Then we experimented with OSRIC, Labyrinth Lord, Swords and Wizardry, 13th Age, Castles and Crusades, and other systems. Our default now it Dungeon Crawl Classics (albeit a house-ruled version), with occasional breaks for a Numenera or Dungeon World game.</p><p></p><p>So I really don't know about how badly getting rid of the HD style of natural healing would impact core balance in 5e. It seemed in the playtest to make the game way too easy for my tastes. So I understand the OP's desire to get rid of it. For me, it wasn't just about the feel that the rules coddled the player characters, it was also about how those rules made the concept and interpretation of hit points feel, and how it implied that wounds be described.</p><p></p><p>If getting rid of the HD natural healing rules did upset the core balance to a point that was undesirable, the OP could house rule in a damage mitigation rule for armor. Simply give armor a damage mitigation to slashing, bludgeoning, and piercing damage equal 1 point for each armor category. Light = 1, Medium = 2, and Heavy = 3. Or base the mitigation on the AC of the armor, and give it a rate of 1 point of mitigation per 2 points of AC provided by the armor, rounding down. I've house ruled in an armor based damage mitigation rule in every version of D&D since 2eAD&D, along with an EAC (Effective Armor Class) or Defense Bonus based on class and level. In the case of both rules, we just use witchever AC bonus is higher when armor is worn. Adding an EAC or Defense Bonus rule allows players who aren't wearing armor, whether they do not have it on at the time or simply prefer not to wear it, still fight effectively. After all, many of the heroes you see in movies or read about in books don't wear heavy armor or magic items, yet they skillfully avoid being hit.</p><p></p><p>Since there was an option in the 3e's Unearthed Arcana, it's probable they may include an optional system in 5e's DMG since Mearls made a comment that it would be part Unearthed Arcana.</p></blockquote><p></p>
[QUOTE="Pentegarn, post: 6387168, member: 100714"] Well, my experience with 5e D&D beyond the forums comes from participation in the Next playtest, and from a brief flip through the pages of the 5e PHB at my local hobby store roughly five days after the release to select stores. Due to the, as you put it, "encouter usually takes all night," issue of 3x and 4e, my groups briefly returned to 2e. Then we experimented with OSRIC, Labyrinth Lord, Swords and Wizardry, 13th Age, Castles and Crusades, and other systems. Our default now it Dungeon Crawl Classics (albeit a house-ruled version), with occasional breaks for a Numenera or Dungeon World game. So I really don't know about how badly getting rid of the HD style of natural healing would impact core balance in 5e. It seemed in the playtest to make the game way too easy for my tastes. So I understand the OP's desire to get rid of it. For me, it wasn't just about the feel that the rules coddled the player characters, it was also about how those rules made the concept and interpretation of hit points feel, and how it implied that wounds be described. If getting rid of the HD natural healing rules did upset the core balance to a point that was undesirable, the OP could house rule in a damage mitigation rule for armor. Simply give armor a damage mitigation to slashing, bludgeoning, and piercing damage equal 1 point for each armor category. Light = 1, Medium = 2, and Heavy = 3. Or base the mitigation on the AC of the armor, and give it a rate of 1 point of mitigation per 2 points of AC provided by the armor, rounding down. I've house ruled in an armor based damage mitigation rule in every version of D&D since 2eAD&D, along with an EAC (Effective Armor Class) or Defense Bonus based on class and level. In the case of both rules, we just use witchever AC bonus is higher when armor is worn. Adding an EAC or Defense Bonus rule allows players who aren't wearing armor, whether they do not have it on at the time or simply prefer not to wear it, still fight effectively. After all, many of the heroes you see in movies or read about in books don't wear heavy armor or magic items, yet they skillfully avoid being hit. Since there was an option in the 3e's Unearthed Arcana, it's probable they may include an optional system in 5e's DMG since Mearls made a comment that it would be part Unearthed Arcana. [/QUOTE]
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