Sure, by “luck” I would be happy to mean “any version of luck, experience, magical blessing, and other form of plot protection you think works for the character and the game.”
Sure! Good starting point and oftentimes would be worthwhile... but it never needs to be a hard and fast rule. If someone gets hit with a Poison attack first round and then an Acid attack second round and then a Radiant attack third... the one that causes the most damage or came off a crit or was the killing blow or had a failed save or some other major factor would probably be the one that gets used as the exemplifier of what happened in the fight after the fact. So it probably ends up being results oriented as opposed to specific attack type oriented.IMO examples of those "narrative points" determined after the fact would include any situation in which the damage type is relevant via the rules (poison is the most famous case), and anytime a creature reaches 0 hit points.
I get what you're saying, but as I've said before, personally I need damage types to matter if the rules make them matter.Sure! Good starting point and oftentimes would be worthwhile... but it never needs to be a hard and fast rule. If someone gets hit with a Poison attack first round and then an Acid attack second round and then a Radiant attack third... the one that causes the most damage or came off a crit or was the killing blow or had a failed save or some other major factor would probably be the one that gets used as the exemplifier of what happened in the fight after the fact. So it probably ends up being results oriented as opposed to specific attack type oriented.
I see you as someone who would be better served by a system that just dropped inflationary hit points altogether. What advantage do they confer in your particular style of play?Well, the poison problem is a big one if you can't bypass the luck pool. I still have a big problem with damage types being meaningless if there's no contact.
They should have renamed it to "restore vitality" or something long ago. Or changed the way hits, misses and damage are defined explicitly.
Morphine and a Red Bull!I like to conceptualize cure light wounds as curing wounds to both body and soul. The spell both heals bruises with divine magic and lifts weary spirits like a kind word or a bit of sage counsel. Makes it feel like something Gandalf might do to subtly pluck up the mood of a homesick hobbit.
And that's why you've chosen a game to play that in theory gives you that.I get what you're saying, but as I've said before, personally I need damage types to matter if the rules make them matter.
I like to conceptualize cure light wounds as curing wounds to both body and soul. The spell both heals bruises with divine magic and lifts weary spirits like a kind word or a bit of sage counsel. Makes it feel like something Gandalf might do to subtly pluck up the mood of a homesick hobbit.
I don't think it's horribly unbalance good. You balance by the spell (and the level it's being cast at), rather than by the character level of the healer.I think that's perfectly reasonable and would explain a otherwise conceptual problem in the game which is that if cure light wounds was only curing the physical and not also the spiritual/metaphysical/supernatural, then you would expect cure light wounds to scale with the character level (but not the HD!) of the target. That is to say, since 8 points of damage to a 10th level character represents a much smaller wound that it represents in a 1st level character, then you'd expect the amount of physical healing that 8 points of healing would do to have a correspondingly greater impact on the 10th level character than the 1st level character.
We don't see that in the rules of course primarily because it is horribly unbalanced to scale healing to the character level of the target rather than the character level of the healer, but if you want to rationalize it then I think rationalizing that it works both physically and spiritually (as for example does Aragorn's "lay on hands" in The Lord of the Rings where he uses "magic" (in the Tolkien sense) to heal people) is as good as you will probably get.