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*TTRPGs General
How do your cure spells work?
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<blockquote data-quote="Arkhandus" data-source="post: 3642169" data-attributes="member: 13966"><p>Far as I'm concerned, damage is generally considered a combination of actual wounds, loss of stamina from constant dodging and maneuvering, muscle strain from fighting and lots of sudden, stressful movement, and blood loss. Only when you're reduced to negative HP does all damage become a matter of pure wounding and bleeding. Luck also has a bit to do with it ('specially when you're helpless).</p><p></p><p>Every hit leaves some kind of wound, even if it's only a scratch (an 8-point hit from a longbow is just a scratch to a 10th-level fighter, though for a 1st-level fighter, with his lesser degree of skill and experience in dodging, it's almost a mortal wound, a direct hit that just missed his vitals but still causes much bleeding, and another hit like that would likely kill him from blood loss).</p><p></p><p>Cure spells and the like primarily mend wounds (to varying results, depending on the type of spell; I expect clerical/paladin ones to leave no scars, but druidic/ranger ones would scar naturally, and bardic ones would likely scar too), but also repair minor muscle tearing, relieve strain on tendons, restore some vitality to flesh and spirit, regenerate some blood/plasma, and probably re-oxygenate some of the subject's blood, reducing fatigue just a bit as a result. With physical strain and wounding relieved, the character can fight longer, even if they're still kind of winded and/or bruised/scratched up (i.e. low on HP compared to their max HP)</p><p></p><p>Remember that Cure spells channel positive energy, and that they're not exclusively divine in nature; bards and, perhaps, other classes can Cure X Wounds as well. So they definitely have to be <em>at least partially</em> a result of actual wound-fixing and revitalization.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3642169, member: 13966"] Far as I'm concerned, damage is generally considered a combination of actual wounds, loss of stamina from constant dodging and maneuvering, muscle strain from fighting and lots of sudden, stressful movement, and blood loss. Only when you're reduced to negative HP does all damage become a matter of pure wounding and bleeding. Luck also has a bit to do with it ('specially when you're helpless). Every hit leaves some kind of wound, even if it's only a scratch (an 8-point hit from a longbow is just a scratch to a 10th-level fighter, though for a 1st-level fighter, with his lesser degree of skill and experience in dodging, it's almost a mortal wound, a direct hit that just missed his vitals but still causes much bleeding, and another hit like that would likely kill him from blood loss). Cure spells and the like primarily mend wounds (to varying results, depending on the type of spell; I expect clerical/paladin ones to leave no scars, but druidic/ranger ones would scar naturally, and bardic ones would likely scar too), but also repair minor muscle tearing, relieve strain on tendons, restore some vitality to flesh and spirit, regenerate some blood/plasma, and probably re-oxygenate some of the subject's blood, reducing fatigue just a bit as a result. With physical strain and wounding relieved, the character can fight longer, even if they're still kind of winded and/or bruised/scratched up (i.e. low on HP compared to their max HP) Remember that Cure spells channel positive energy, and that they're not exclusively divine in nature; bards and, perhaps, other classes can Cure X Wounds as well. So they definitely have to be [I]at least partially[/I] a result of actual wound-fixing and revitalization. [/QUOTE]
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