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*TTRPGs General
Hit Points & Healing Surges Finally Explained!
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<blockquote data-quote="Lacyon" data-source="post: 4634064" data-attributes="member: 63046"><p>Precisely. 1E has to end-run around the HP system to get specific wounds, too. If 4E added a <em>sword of sharpness</em>, it would also end-run around HP. HP are generally bad at representing specific injuries.</p><p> </p><p></p><p> </p><p>Don't ignore the fact that the DM can still do this. Such effects are (still) contingent on DM discretion rather than built-in to the HP system.</p><p> </p><p></p><p> </p><p>Losing 4 HP is supposed to be a lesser wound for the higher-level character. But it still takes the same 4 days to recover, leading to inconsistency in the other direction.</p><p> </p><p>In 3E, a character heals 1 hp per day per level, which means that a wizard recovers from 'badly hurt' to 'fit as a fiddle' faster than a fighter of similar level whose wounds are supposedly less severe (i.e., a smaller proportion of his total hit points). Again, the inconsistency remains.</p><p> </p><p>In 4E, everyone recovers from injuries at the same rate, with a system in place that fairly easily scales to whatever recovery rate you actually want. The default rate is really fast, though.</p><p> </p><p></p><p> </p><p>The "all previous editions method" is "use healing magic to cover for the inconsistencies in the system, or else ignore them". Both options still work fine in 4E.</p></blockquote><p></p>
[QUOTE="Lacyon, post: 4634064, member: 63046"] Precisely. 1E has to end-run around the HP system to get specific wounds, too. If 4E added a [I]sword of sharpness[/I], it would also end-run around HP. HP are generally bad at representing specific injuries. Don't ignore the fact that the DM can still do this. Such effects are (still) contingent on DM discretion rather than built-in to the HP system. Losing 4 HP is supposed to be a lesser wound for the higher-level character. But it still takes the same 4 days to recover, leading to inconsistency in the other direction. In 3E, a character heals 1 hp per day per level, which means that a wizard recovers from 'badly hurt' to 'fit as a fiddle' faster than a fighter of similar level whose wounds are supposedly less severe (i.e., a smaller proportion of his total hit points). Again, the inconsistency remains. In 4E, everyone recovers from injuries at the same rate, with a system in place that fairly easily scales to whatever recovery rate you actually want. The default rate is really fast, though. The "all previous editions method" is "use healing magic to cover for the inconsistencies in the system, or else ignore them". Both options still work fine in 4E. [/QUOTE]
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