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How has D&D changed over the decades?
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<blockquote data-quote="Helldritch" data-source="post: 8584980" data-attributes="member: 6855114"><p>Let me do it again since you seems to be missing the point.</p><p></p><p></p><p>This means that the higher in level you are, the more experienced you are, what could have been a fatal blow just becomes a little wound. Something that can be healed. HP are not only meat, but every hit will cause a small (or big) wound. The rest, will be strain, gods' favor going down, fatigue or whatever. </p><p></p><p>The DM is the one responsible for the narrative. I have been using the previous example for decades now and it always worked out to explain hp. </p><p></p><p>And in the above example, make it reverse. It is the orc being attacked. The narrative will work all the same.</p><p>A PC swings an axe at an Orc.</p><p>Case 1. The Orc is a commoner, 6 hp. The axe does 11 damages. The Orc is down, dying.</p><p>Case 2. The Orc is a veteran of many battles (use veteran's stats). The axe does 11 damages. The orc's shield got the block barely in time. The elbow/shoulder have a strained muscle, a small bruise or contusion. Nothing serious, but it will hurt a few days. The orc veteran replies with a few thrusts of his.</p><p>Case 3. The Orc is a legend, a high level barbarian. The axe does 11 damages. The orc barbarian manages to deflect the head blow resulting in a small scratch on his shoulder. With a grumble, the orc barb presses on his own attacks onto the PC. </p><p></p><p>It is a simple matter of description and common sense. This is also why, a lot of us do not like the "all damage get healed" over night. It breaks a lot of the immersion for a fantasy RPG. Wounds are very important, fatigue and wear should take their toll on the PCs. I know I did adapt 5ed with the optional rules in the DMG and guess what? It works. Players are more careful, take more precaution and act as if death is something that can happen and surely will if they are not careful. I have players negotiating for safe passage, trying different things to avoid combat simply because resources are now very important. I have players that literally play the game not on their chair, but standing up because the next die roll might be the last of their char. And when they succeed, they know it is their success, not some scripted stuff I decided. The story comes from their common actions and decision. Not from a nebulous background.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8584980, member: 6855114"] Let me do it again since you seems to be missing the point. This means that the higher in level you are, the more experienced you are, what could have been a fatal blow just becomes a little wound. Something that can be healed. HP are not only meat, but every hit will cause a small (or big) wound. The rest, will be strain, gods' favor going down, fatigue or whatever. The DM is the one responsible for the narrative. I have been using the previous example for decades now and it always worked out to explain hp. And in the above example, make it reverse. It is the orc being attacked. The narrative will work all the same. A PC swings an axe at an Orc. Case 1. The Orc is a commoner, 6 hp. The axe does 11 damages. The Orc is down, dying. Case 2. The Orc is a veteran of many battles (use veteran's stats). The axe does 11 damages. The orc's shield got the block barely in time. The elbow/shoulder have a strained muscle, a small bruise or contusion. Nothing serious, but it will hurt a few days. The orc veteran replies with a few thrusts of his. Case 3. The Orc is a legend, a high level barbarian. The axe does 11 damages. The orc barbarian manages to deflect the head blow resulting in a small scratch on his shoulder. With a grumble, the orc barb presses on his own attacks onto the PC. It is a simple matter of description and common sense. This is also why, a lot of us do not like the "all damage get healed" over night. It breaks a lot of the immersion for a fantasy RPG. Wounds are very important, fatigue and wear should take their toll on the PCs. I know I did adapt 5ed with the optional rules in the DMG and guess what? It works. Players are more careful, take more precaution and act as if death is something that can happen and surely will if they are not careful. I have players negotiating for safe passage, trying different things to avoid combat simply because resources are now very important. I have players that literally play the game not on their chair, but standing up because the next die roll might be the last of their char. And when they succeed, they know it is their success, not some scripted stuff I decided. The story comes from their common actions and decision. Not from a nebulous background. [/QUOTE]
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