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How has 5e solved the Wand of CLW problem?
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<blockquote data-quote="Tony Vargas" data-source="post: 6563015" data-attributes="member: 996"><p>It's not a matter of 'playing that way,' it's a matter of how hps work. Loss of hps does not inflict penalties, and recovery of hit points can be relatively quick. That's consistent, as it stands. </p><p></p><p>Now, if you want hp loss to be very slow to recover, /then/ you'd need a wound-tracking sub-system to deal with the penalties of those more severe injuries. If you wanted to remain consistent. </p><p></p><p></p><p> Hit point damage doesn't factor into anything else, though. If you want mere hp loss to represent severe enough injury that it takes a long time to recover from, then you have created an inconsistency in the system. You have characters walking around with severe injuries, yet able to perform any difficult task - even, say, run marathons - at no penalty. </p><p></p><p> There is no need to do so. There is also no need to make hp recovery extremely slow.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6563015, member: 996"] It's not a matter of 'playing that way,' it's a matter of how hps work. Loss of hps does not inflict penalties, and recovery of hit points can be relatively quick. That's consistent, as it stands. Now, if you want hp loss to be very slow to recover, /then/ you'd need a wound-tracking sub-system to deal with the penalties of those more severe injuries. If you wanted to remain consistent. Hit point damage doesn't factor into anything else, though. If you want mere hp loss to represent severe enough injury that it takes a long time to recover from, then you have created an inconsistency in the system. You have characters walking around with severe injuries, yet able to perform any difficult task - even, say, run marathons - at no penalty. There is no need to do so. There is also no need to make hp recovery extremely slow. [/QUOTE]
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How has 5e solved the Wand of CLW problem?
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