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Healing Fully With Rest - Is It Really That Big of a Deal?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 5926711"><p>Well, that isn't really what I said. I appreciate you may have a different sense of how realistic D&D should be (that is fine), but I think if the other side keeps dismissing these issues (just like if we dismiss many of the 4E player concerns for balance) WOTC will find itself splitting the base once again. </p><p> </p><p>For me it is simply an issue of where my immersion in the game starts to break down. For some reason I can swallow a week or more of healing time for heavy HP loss. It is a game and I don't expect 100% genuine modeling of real world healing. But I do expect that healing wont be so unrealistically fast that I find myself only able to picture my hero as a cartoon. Everyone has a different threshold for believability. For me, one day healing is too fast. </p><p> </p><p></p><p> </p><p>Sure, we can always change the heal rates no matter what they set it at. The problem that arises is two-fold: if 1 day healing is default, then that is probably baked into a lot of other parts of the system in terms of assumptions about how many HP monsters should have and so forth. It is also just a heck of a lot easier to port in the HD mechanic than port it out. As a matter of convenience, make it an optional add on, with more traditional recovery times as default. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>Not everyone emulates fiction in their D&D. There is quite a spectrum in how PCs are viewed and not everyone treats them as so special they can heal a sucking chest wound in 8 hours. And even those who do prefer cinematic games, don't always believe in things like script immunity or handwaving physical damage. If you want this, again that is fine, but it should really be part of a cinematic package, not the core game assumption. to me 8 days versus 8 hours makes a huge difference in how the game plays, in how believable i find it, and in my overall enjoyment.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 5926711"] Well, that isn't really what I said. I appreciate you may have a different sense of how realistic D&D should be (that is fine), but I think if the other side keeps dismissing these issues (just like if we dismiss many of the 4E player concerns for balance) WOTC will find itself splitting the base once again. For me it is simply an issue of where my immersion in the game starts to break down. For some reason I can swallow a week or more of healing time for heavy HP loss. It is a game and I don't expect 100% genuine modeling of real world healing. But I do expect that healing wont be so unrealistically fast that I find myself only able to picture my hero as a cartoon. Everyone has a different threshold for believability. For me, one day healing is too fast. Sure, we can always change the heal rates no matter what they set it at. The problem that arises is two-fold: if 1 day healing is default, then that is probably baked into a lot of other parts of the system in terms of assumptions about how many HP monsters should have and so forth. It is also just a heck of a lot easier to port in the HD mechanic than port it out. As a matter of convenience, make it an optional add on, with more traditional recovery times as default. Not everyone emulates fiction in their D&D. There is quite a spectrum in how PCs are viewed and not everyone treats them as so special they can heal a sucking chest wound in 8 hours. And even those who do prefer cinematic games, don't always believe in things like script immunity or handwaving physical damage. If you want this, again that is fine, but it should really be part of a cinematic package, not the core game assumption. to me 8 days versus 8 hours makes a huge difference in how the game plays, in how believable i find it, and in my overall enjoyment. [/QUOTE]
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