KingsRule77
First Post
Nope.
A DM who invokes Rule 0 to kill a character during play is not one I'm interested in playing with. I mean, it's one thing to houserule HP before play starts ("you die at -10 HP instead of the regular negative max HP") and another thing to do it ad hoc.
I mean, clearly some people do like that kind of thing or they wouldn't be doing it, but as a simulationist I'm not interested in that kind of game.
Lewis and Clark had significantly fewer than 6-8 combat encounters in the course of their expedition. They'd've been fine with years of nothing but short rests. (Which, itself, is hilariously unrealistic, if you conflate long rest with sleep).Perhaps. Btu it also means that your game world has a problem supporting long-range exploration. Lewis and Clark would die for lack of a town.
Not just 'fast' recovery, but the total lack of wound penalties. D&D declines to model any wound serious enough to give so much as a -1 to anything. Your leg never takes enough hp damage to reduce your speed, your arm never takes so much damage you can't swing your sword (unless it's outright lopped off by a magical Sword of Sharpness), no wound is serious enough to impact your ability to dodge dragon breath, run a marathon, stay awake on watch, stay up all night pouring through ancient scrolls, or whatever else you might be doing that an even slightly serious wound just might make a good deal more challenging. It only models wounds so trivial that they do not penalize you in the least - not so much as a twisted ankle - or knock you (but d4 hours later you're awake and have absolutely no penalties to any sort of activity) or kill you. Nothing in between.The result is that a GM can *never* narrate something as a particularly nasty wound, as all narration must be open to fast recovery.
It then might get a little weird when a character does shuffle off the mortal coil. This veteran of a hundred battles... dies form a bunch of minor bumps and scrapes?
Healing speed itself is interesting because it defines the base hit points in your game. For example, you think that regaining 100% of your hit points each night is too much. So you set that to 50% instead. All you've really accomplished is to halve the PCs hit points. Without magical aid, each day they will start with half of their hit points. So on the first day they are at 100% and OK for monsters with a challenge rating of their level. But after that first day, they now will always start with half their hit points.
By halving the HP recovery rate, you're not halving the total HP available - you're halving the acceptable number of HP that can be spent each day without incurring future costs. If you can heal 100% of your HP per day, then you can lose 100% of your HP per day, and it won't impact how many you have available tomorrow or the next day. If you can heal 50% of your HP per day, then you can lose half of your HP every day, and you can keep up that rate forever.Healing speed itself is interesting because it defines the base hit points in your game. For example, you think that regaining 100% of your hit points each night is too much. So you set that to 50% instead. All you've really accomplished is to halve the PCs hit points. Without magical aid, each day they will start with half of their hit points. So on the first day they are at 100% and OK for monsters with a challenge rating of their level. But after that first day, they now will always start with half their hit points.
And so on. Any issues of narration are easily fixed "in post."
My point is that there doesn't have to be any inconsistencies.
I'm all for people changing the rules to whatever works for them, but I do take issue with assertions that there is something wrong with the game simply because a given DM wants to frequently narrate mortal injury.
Wait, stop there for a sec. (I apologize for ignoring the rest of your post in my reply, but I think this point is fundamental.) This is only true if all PCs lose all HP every day, which isn't true in my experience and isn't part of my desired playstyle. I have lots of sessions (both as a player and as a DM) where certain characters lose few or zero HP. Even when somebody gets absolutely hammered by monsters, and comes close to death or even dies, there are other PCs who are pretty much okay still (down a few ki points or whatever but not injured). What you'd actually see if healing were slower and no magical healing were available is that uninjured characters would rotate to the front, and injured characters would play more cautiously until they healed. That doesn't seem like an entirely undesirable thing, and it's a far cry from simply halving everyone's HP.
I acknowledge that perhaps in some games, maybe including yours, most or all PCs regularly deplete themselves of all HP in the course of a day.
Not just 'fast' recovery, but the total lack of wound penalties. D&D declines to model any wound serious enough to give so much as a -1 to anything.
That's not exactly setting a high bar for realism when it comes to inflicting or recovering from those 'wounds.'
I agree. I also find that long alternative healing times, when the game is designed around rapid healing, are a pointless mechanic when the normal mode of healing (spells) is so highly available (renewed every day), and serve only to contract the breadth of campaign types you can run.This I am okay with, because I am of the opinion that death spirals kinda suck as game mechanics.
But, neither of us can really go for that argument, since the alternative means both death spirals, and undue limitations on what can do damage and what can restore hps.There is something wrong with the game in that it forces the GM to *not* narrate mortal (or even particularly severe) injury. There is an argument that not supporting a fairly obvious narration is a weakness.
More hearty agreement. If the DMs up to narrating almost melodrama-like brushes with death (rather than clinically accurate tissue destruction) and reversals of fortune, I could see managing it with the more open interpretations of D&D hps. Better than most games that use smaller and more static tallies for that purpose, like Storyteller HLs, for instance.Insert standard point about 'realism' in a game with dragons and fireballs. I don't need it to be realistic. Conan and Grey Mouser don't do realistic things. I prefer that it be narratively interesting.
FATE's 'consequences' are intriguing and cinematic. The group I'm playing Dresden Files with - including the GM - are really having trouble wrapping our heads around the mechanics of it though. We puzzle it out each time someone gets hurt, but it doesn't stick.When a cool approach to wounds and wound penalties is a major concern, I'll go to FATE. Now there's a game that does it well. To do that, though, they sacrifice having a long road of character power gain.