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Hit points & long rests: please consider?
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<blockquote data-quote="seregil" data-source="post: 5921161" data-attributes="member: 38425"><p>Sorry, but no.</p><p></p><p>I do NOT like that a full nights rest means you regain all your hit points.</p><p></p><p>It makes no sense and it breaks the game.</p><p></p><p>It makes no sense because...</p><p></p><p>if I am at 1 hp, it is safe to assume that I am covered in cuts, bruises and various other wounds. In 4E, the condition was called 'bloody' and in my mind, it means EXACTLY that: you were covered in blood. Yours.</p><p></p><p>The first half of you HP might be 'luck, skill, near misses' and whatever, but eventually, HP also meant PHYSICAL damage. Surely, we don't only have 1 HP of physical 'life' (at any level) and everything else is 'luck, skill, near misses'?</p><p></p><p>So, no, nothing short of magical healing should restore you to full hp without a LONG wait. You will NOT heal a three inch gash on your arm in 24 hours, sorry, In fact, you will PROBABLY die of infection within a couple weeks unless you DO something other than sitting around and waiting.</p><p></p><p></p><p>It breaks the game because ...</p><p></p><p>there is no longer any consequence to screwing up. The sense of danger isn't there anymore. One of my favorite aspects of previous editions was the feeling that my PC was being hunted, that he needed to be careful or he would be squished like the insignificant bug that he was. With this rule, he somehow heals up to full every night, thereby loosing that 'hunted' feeling. He's not scared anymore. He heals his sucking chest wounds in 24 hours.</p><p></p><p>If anything goes wrong, he just needs to hole up and wait until the next day.</p><p></p><p>So, no, sorry. My feedback will clearly state that this mechanic should be removed.</p><p></p><p>If you think otherwise, say so in your feedback and let the designers work it out. That is the entire POINT of the playtest.</p></blockquote><p></p>
[QUOTE="seregil, post: 5921161, member: 38425"] Sorry, but no. I do NOT like that a full nights rest means you regain all your hit points. It makes no sense and it breaks the game. It makes no sense because... if I am at 1 hp, it is safe to assume that I am covered in cuts, bruises and various other wounds. In 4E, the condition was called 'bloody' and in my mind, it means EXACTLY that: you were covered in blood. Yours. The first half of you HP might be 'luck, skill, near misses' and whatever, but eventually, HP also meant PHYSICAL damage. Surely, we don't only have 1 HP of physical 'life' (at any level) and everything else is 'luck, skill, near misses'? So, no, nothing short of magical healing should restore you to full hp without a LONG wait. You will NOT heal a three inch gash on your arm in 24 hours, sorry, In fact, you will PROBABLY die of infection within a couple weeks unless you DO something other than sitting around and waiting. It breaks the game because ... there is no longer any consequence to screwing up. The sense of danger isn't there anymore. One of my favorite aspects of previous editions was the feeling that my PC was being hunted, that he needed to be careful or he would be squished like the insignificant bug that he was. With this rule, he somehow heals up to full every night, thereby loosing that 'hunted' feeling. He's not scared anymore. He heals his sucking chest wounds in 24 hours. If anything goes wrong, he just needs to hole up and wait until the next day. So, no, sorry. My feedback will clearly state that this mechanic should be removed. If you think otherwise, say so in your feedback and let the designers work it out. That is the entire POINT of the playtest. [/QUOTE]
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Hit points & long rests: please consider?
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