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"He's beyond my healing ability..."
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<blockquote data-quote="Skyscraper" data-source="post: 5621054" data-attributes="member: 48518"><p>I agree with you. An explanation should be provided.</p><p></p><p>However, this explanation can be provided by the player. It is not only up to the DM to explain everything. This is cooperative storytelling, right? Right. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One player at my table asked me why a skill that seemed like it should work, didn't.</p><p></p><p>- Why, he asked, why oh why doens't it work? It seems so logicial that it would!</p><p>- You tell me, I answered.</p><p>(Silence. Smile creeps on the player's face as an explanation comes to mind...)</p><p></p><p>If your idea of healing is that it can close a wound that has blood gushing out of it, and then give back lost blood to the injured, that's fine. It will explain many healing circumstances. But hit points can represent a lot of things, not just actual blood pouring out of a wound; and consequently healing can represent a lot of things, not just closing wounds.</p><p></p><p>So, you - the cleric - <em>you </em>provide me with an explanation when I tell you that your healing power does not cure the dying NPC. Work with me. Pick up my story proposition and add a layer to it that will satisfy your requirement for a logical explanation. Not just anything, find something that fits, something cool. Sure, I can probably come up with an explanation as a DM. But if you wanna have a whole lot of fun, pick up the DM's proposition, then watch him throw the ball back at you, adding another layer to your own, and so on. When you've tried surfing that way, you won't want to go back <img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p><p></p><p>p.s.: I didn't read throught he whole thread, only page 1 and the last page, so I assume that what hit points represent has been touched upon from the few posts that seem to imply that topic. Hopefully this is not too repetitive.</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 5621054, member: 48518"] I agree with you. An explanation should be provided. However, this explanation can be provided by the player. It is not only up to the DM to explain everything. This is cooperative storytelling, right? Right. :) One player at my table asked me why a skill that seemed like it should work, didn't. - Why, he asked, why oh why doens't it work? It seems so logicial that it would! - You tell me, I answered. (Silence. Smile creeps on the player's face as an explanation comes to mind...) If your idea of healing is that it can close a wound that has blood gushing out of it, and then give back lost blood to the injured, that's fine. It will explain many healing circumstances. But hit points can represent a lot of things, not just actual blood pouring out of a wound; and consequently healing can represent a lot of things, not just closing wounds. So, you - the cleric - [I]you [/I]provide me with an explanation when I tell you that your healing power does not cure the dying NPC. Work with me. Pick up my story proposition and add a layer to it that will satisfy your requirement for a logical explanation. Not just anything, find something that fits, something cool. Sure, I can probably come up with an explanation as a DM. But if you wanna have a whole lot of fun, pick up the DM's proposition, then watch him throw the ball back at you, adding another layer to your own, and so on. When you've tried surfing that way, you won't want to go back B-) p.s.: I didn't read throught he whole thread, only page 1 and the last page, so I assume that what hit points represent has been touched upon from the few posts that seem to imply that topic. Hopefully this is not too repetitive. [/QUOTE]
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