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General Tabletop Discussion
*TTRPGs General
Hit Points & Healing Surges Finally Explained!
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<blockquote data-quote="D'karr" data-source="post: 4631005" data-attributes="member: 336"><p>I think most of the problem is terminology. Most of the argument comes because they are called Hit Points, Damage and Healing Surges.</p><p></p><p>In D&D combat there are only two states Combat Effective and Not-So. If you have "Hit Points" left you are combat effective. That swing from your sword can do damage to your opponent when you have 40 hit points or 1. However, when you drop to 0 you are no longer combat effective. You can't even swing the sword.</p><p></p><p>Damage is also "esoteric" in the sense that not every "hit" is really a hit. Some times you are losing "Hit Points" because you are winded, you got lucky and the"hit" was not solid, etc.</p><p></p><p>Long Term injuries (broken bones, torn ligaments, etc.) have never been a part of D&D. D&D has never had a "death spiral" mechanic either, where your combat effectiveness gets worse as you lose hit points. If you fell of a high cliff and only took half your hit points in "damage" you were still as combat effective as if you had not fallen down.</p><p></p><p>So the only sticking point about this is about "long term" recovery. 4e does not provide a mechanic for "long term injury" recovery without house ruling it. When I see some of the complaints, they seem to boil down to that point. However, the previous edition did not provide for that either. The default assumption of the game provided for magic to "heal" to be prevalent at almost any level. So if you wanted to model "long term injury" recovery you had to house rule it too.</p><p></p><p>Me, I'm having a great time playing and DMing and worrying about this particular aspect is handled the same way I did before. If I want long term injuries I house rule them.</p></blockquote><p></p>
[QUOTE="D'karr, post: 4631005, member: 336"] I think most of the problem is terminology. Most of the argument comes because they are called Hit Points, Damage and Healing Surges. In D&D combat there are only two states Combat Effective and Not-So. If you have "Hit Points" left you are combat effective. That swing from your sword can do damage to your opponent when you have 40 hit points or 1. However, when you drop to 0 you are no longer combat effective. You can't even swing the sword. Damage is also "esoteric" in the sense that not every "hit" is really a hit. Some times you are losing "Hit Points" because you are winded, you got lucky and the"hit" was not solid, etc. Long Term injuries (broken bones, torn ligaments, etc.) have never been a part of D&D. D&D has never had a "death spiral" mechanic either, where your combat effectiveness gets worse as you lose hit points. If you fell of a high cliff and only took half your hit points in "damage" you were still as combat effective as if you had not fallen down. So the only sticking point about this is about "long term" recovery. 4e does not provide a mechanic for "long term injury" recovery without house ruling it. When I see some of the complaints, they seem to boil down to that point. However, the previous edition did not provide for that either. The default assumption of the game provided for magic to "heal" to be prevalent at almost any level. So if you wanted to model "long term injury" recovery you had to house rule it too. Me, I'm having a great time playing and DMing and worrying about this particular aspect is handled the same way I did before. If I want long term injuries I house rule them. [/QUOTE]
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