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Hit Point Recovery Too Generous
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<blockquote data-quote="Tony Vargas" data-source="post: 6561235" data-attributes="member: 996"><p>To be clear, the idea is you choose to take a wound /instead/ of taking the hps, or, perhaps, instead of being KOd by the hp damage? So maybe something like: you can't dodge the heavy blow of your enemy's mace, but you throw up your arm at the last instant and suffer a broken wrist instead of a concussion - you're hurt, can't use that hand for a while, but are still in the fight? That kind of thing?</p><p></p><p> Well, if we let you have your OneTrueWay and act as final arbiter of what is and is not D&D, then, OK, it's not D&D-izing a good idea from FATE. We can label it FATE-izing D&D a little, and move on, yes?</p><p></p><p> That's guidance 5e gives the player when resolving /actions/, yes. 5e also directs the DM to use it only as a starting point, and to make whatever rulings, modifications or additions to the game he likes. And, it's not like Mike Mearls didn't throw in an indie-ish mechanic with similar qualities - inspiration - to 'encourage RP.' Inspiration, while doled out to the player by the DM like a mackerel to a trained dolphin, is still a player-arbitrated decision when it comes to actually using it (it doesn't apply to the next roll or the next roll the DM deems is related to the inspiration, but to a roll of the player's choice).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6561235, member: 996"] To be clear, the idea is you choose to take a wound /instead/ of taking the hps, or, perhaps, instead of being KOd by the hp damage? So maybe something like: you can't dodge the heavy blow of your enemy's mace, but you throw up your arm at the last instant and suffer a broken wrist instead of a concussion - you're hurt, can't use that hand for a while, but are still in the fight? That kind of thing? Well, if we let you have your OneTrueWay and act as final arbiter of what is and is not D&D, then, OK, it's not D&D-izing a good idea from FATE. We can label it FATE-izing D&D a little, and move on, yes? That's guidance 5e gives the player when resolving /actions/, yes. 5e also directs the DM to use it only as a starting point, and to make whatever rulings, modifications or additions to the game he likes. And, it's not like Mike Mearls didn't throw in an indie-ish mechanic with similar qualities - inspiration - to 'encourage RP.' Inspiration, while doled out to the player by the DM like a mackerel to a trained dolphin, is still a player-arbitrated decision when it comes to actually using it (it doesn't apply to the next roll or the next roll the DM deems is related to the inspiration, but to a roll of the player's choice). [/QUOTE]
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