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Hit points & long rests: please consider?
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<blockquote data-quote="Mercutio01" data-source="post: 5934609" data-attributes="member: 37277"><p>Learn something new every day. That's never how I read that. I read that as gross income in the town for all people, not how many of each item could be there. I guess I've been playing it wrong since 3.5 was introduced.</p><p></p><p>True, but that's because Lesser Vigor is a broken spell, and from a supplement.</p><p></p><p>And by that point you can also produce a lot of magical healing by default anyway. My gripe is not, and has never been against magical healing (except maybe that it's too easy to find). It's magic. My gripe has always been against the idea that hit points never represent a solid hit, that damage never means actual damage, and that healing never means actual healing, at least if I'm to go by everyone who likes naps that that restore all hit points.</p><p></p><p>Obviously I just play D&D different from fans of 4E. I hate mundane healing, and I particularly hate the redefinition of "hit" "damage" and "healing" to means "near miss" "loss of luck" and "catch a breath." And if that means that even Gygax got it wrong with 1E, then so be it.</p><p></p><p>I think people have the opinion that when I narrate a <strong>hit</strong>, I always describe the <strong>damage</strong> as being some life-threatening or crippling injury. But that's not the case. It's usually something like "opened a small cut along a forearm" or "that's going to be black and blue for awhile." And every game of D&D I've ever run or played since I was a kid was run the same way. And thus, magical healing that eases the pain or closes the wound makes sense, but taking a nap or having someone shout at you does not.</p><p></p><p>I like the Hit Die mechanic that DDN has going. You have to use a healing kit (expend a resource) and take a short rest (at least 10 minutes) and patch up any wounds (fluff that matches the events). I don't like the instant restoration of hit points after camping for the night.</p></blockquote><p></p>
[QUOTE="Mercutio01, post: 5934609, member: 37277"] Learn something new every day. That's never how I read that. I read that as gross income in the town for all people, not how many of each item could be there. I guess I've been playing it wrong since 3.5 was introduced. True, but that's because Lesser Vigor is a broken spell, and from a supplement. And by that point you can also produce a lot of magical healing by default anyway. My gripe is not, and has never been against magical healing (except maybe that it's too easy to find). It's magic. My gripe has always been against the idea that hit points never represent a solid hit, that damage never means actual damage, and that healing never means actual healing, at least if I'm to go by everyone who likes naps that that restore all hit points. Obviously I just play D&D different from fans of 4E. I hate mundane healing, and I particularly hate the redefinition of "hit" "damage" and "healing" to means "near miss" "loss of luck" and "catch a breath." And if that means that even Gygax got it wrong with 1E, then so be it. I think people have the opinion that when I narrate a [b]hit[/b], I always describe the [b]damage[/b] as being some life-threatening or crippling injury. But that's not the case. It's usually something like "opened a small cut along a forearm" or "that's going to be black and blue for awhile." And every game of D&D I've ever run or played since I was a kid was run the same way. And thus, magical healing that eases the pain or closes the wound makes sense, but taking a nap or having someone shout at you does not. I like the Hit Die mechanic that DDN has going. You have to use a healing kit (expend a resource) and take a short rest (at least 10 minutes) and patch up any wounds (fluff that matches the events). I don't like the instant restoration of hit points after camping for the night. [/QUOTE]
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