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Hit points & long rests: please consider?
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<blockquote data-quote="Mercutio01" data-source="post: 5923623" data-attributes="member: 37277"><p>We've now shown contradictory pieces of Gygaxian prose from several different locations in the same book. At this point, Gygax has done more to confuse the issue than clear it up because he was wishy washy on a clear definition (see my comment way earlier in the thread about Mearls definition being the first clear one in the game's history). </p><p></p><p>First, how on earth are you calculating Con 18 as only giving 2 HP per level? Con 18 would give HP per level, so you'll have to double all your Physical HP per level, and also incorporate all the initial HP from starting out (which always represent physical damage. At least, they do if you consider Gygax's prose about the 1st level fighter who dies after one hit.</p><p></p><p>Next, now you're going to argue percentages? Cool with me. At least you're willing to admit that some hits will be actual honest-to-god hits that do honest-to-god damage. That's a step in the right direction. that means that ~30% of hit points for all the characters except the fighter (whose stats don't change) are actual physical damage.</p><p></p><p></p><p>@WalkingDad - You're right. That's a gamist reason for non-magical healing, thus a reason for me to not like non-magical healing. I don't need or want gamist healing, which is why I keep stating the point that it breaks D&D's verisimilitude <em>for me</em> and others who think like me. I'm not a hardcore simulationist, as I don't really like wound/vigor systems or save/stun systems for D&D (they're fine for Star Wars or superhero games), but I also don't accept pure gamist reasons for hit points.</p></blockquote><p></p>
[QUOTE="Mercutio01, post: 5923623, member: 37277"] We've now shown contradictory pieces of Gygaxian prose from several different locations in the same book. At this point, Gygax has done more to confuse the issue than clear it up because he was wishy washy on a clear definition (see my comment way earlier in the thread about Mearls definition being the first clear one in the game's history). First, how on earth are you calculating Con 18 as only giving 2 HP per level? Con 18 would give HP per level, so you'll have to double all your Physical HP per level, and also incorporate all the initial HP from starting out (which always represent physical damage. At least, they do if you consider Gygax's prose about the 1st level fighter who dies after one hit. Next, now you're going to argue percentages? Cool with me. At least you're willing to admit that some hits will be actual honest-to-god hits that do honest-to-god damage. That's a step in the right direction. that means that ~30% of hit points for all the characters except the fighter (whose stats don't change) are actual physical damage. @WalkingDad - You're right. That's a gamist reason for non-magical healing, thus a reason for me to not like non-magical healing. I don't need or want gamist healing, which is why I keep stating the point that it breaks D&D's verisimilitude [i]for me[/i] and others who think like me. I'm not a hardcore simulationist, as I don't really like wound/vigor systems or save/stun systems for D&D (they're fine for Star Wars or superhero games), but I also don't accept pure gamist reasons for hit points. [/QUOTE]
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