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How should 5E handle healing?
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<blockquote data-quote="RangerWickett" data-source="post: 5820914" data-attributes="member: 63"><p>BIG WORDS at the start of the Hit Points section: </p><p></p><p><span style="font-size: 15px">Hit points represent your vigor to avoid actual wounds. </span></p><p></p><p>When an attack deals hit point damage, if you still have HP afterward that attack only grazed you, or it caused pain that can be overcome. When an attack reduces your HP to 0, it knocks you down and leaves you unable to keep fighting. You're <strong>disabled</strong> until you either regain hit points or you die. While disabled, you can take no actions but you are aware of your surroundings. </p><p></p><p>You cannot have negative hit points. When you're out of HP, further damage becomes <strong>critical damage</strong>. If you have any critical damage, you're <strong>wounded</strong>. If you have critical damage greater than one-quarter your normal maximum HP, you're <strong>severely wounded</strong>. Once you take more damage than half your maximum HP, you die.</p><p></p><p><strong>Getting Back on Your Feet</strong></p><p>Various effects can let you can regain HP, up to your original maximum. Most often this represents you getting your second wind and rallying your strength, or an ally inspiring you to keep fighting. Sometimes these are spells that physically heal minor injuries or infuse you with vigor. Once you have any HP you are no longer disabled. </p><p></p><p>When you take a short rest (5 minutes) you regain all your HP. When you take an extended rest, reduce your critical damage to 0. However, this does not remove the wounded or severely wounded conditions. Those have to heal on their own.</p><p></p><p><strong>Wounds</strong></p><p>When you are wounded, you take a -2 penalty to all d20 rolls and you grant combat advantage. While severely wounded, you take a -5 penalty to all d20 rolls, you grant combat advantage, and you can only take one action per turn.</p><p></p><p>If left to natural healing, make a DC xx {{Endurance/Constitution/whatever}} check each day to remove the wounded condition, or a DC yy check each week to remove the severely wounded condition.</p><p></p><p>The Heal skill can let an ally treat your wounds so you heal faster. Some magical effects can remove the wounded condition in just a few moments, or reduce the severely wounded condition to just wounded. The availability of magical healing depends on your setting. Classic D&D makes healing plentiful. Low Fantasy D&D requires long rituals to heal wounds. Grim D&D has no magical healing.</p><p></p><p><strong>Optional Rule - No Wounds</strong></p><p>Some gamers prefer simpler rules. You still die when your critical damage is equal to half your normal maximum HP, but you never become wounded.</p><p></p><p><strong>Optional Rule - Gruesome Wounds</strong></p><p>When a critical hit causes you to become wounded, make a save (DC xx). If you fail, you suffer a gruesome wound appropriate to the attack. These wounds should be something that won't end your adventuring career. You might lose a hand or an eye, but not a whole limb.</p><p></p><p>If the crit caused you to become severely wounded, the wound should be even more gruesome, of the sort that renders you almost incapable of adventuring unless you can receive magical healing.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5820914, member: 63"] BIG WORDS at the start of the Hit Points section: [size=4]Hit points represent your vigor to avoid actual wounds. [/size] When an attack deals hit point damage, if you still have HP afterward that attack only grazed you, or it caused pain that can be overcome. When an attack reduces your HP to 0, it knocks you down and leaves you unable to keep fighting. You're [b]disabled[/b] until you either regain hit points or you die. While disabled, you can take no actions but you are aware of your surroundings. You cannot have negative hit points. When you're out of HP, further damage becomes [b]critical damage[/b]. If you have any critical damage, you're [B]wounded[/B]. If you have critical damage greater than one-quarter your normal maximum HP, you're [B]severely wounded[/B]. Once you take more damage than half your maximum HP, you die. [b]Getting Back on Your Feet[/b] Various effects can let you can regain HP, up to your original maximum. Most often this represents you getting your second wind and rallying your strength, or an ally inspiring you to keep fighting. Sometimes these are spells that physically heal minor injuries or infuse you with vigor. Once you have any HP you are no longer disabled. When you take a short rest (5 minutes) you regain all your HP. When you take an extended rest, reduce your critical damage to 0. However, this does not remove the wounded or severely wounded conditions. Those have to heal on their own. [b]Wounds[/b] When you are wounded, you take a -2 penalty to all d20 rolls and you grant combat advantage. While severely wounded, you take a -5 penalty to all d20 rolls, you grant combat advantage, and you can only take one action per turn. If left to natural healing, make a DC xx {{Endurance/Constitution/whatever}} check each day to remove the wounded condition, or a DC yy check each week to remove the severely wounded condition. The Heal skill can let an ally treat your wounds so you heal faster. Some magical effects can remove the wounded condition in just a few moments, or reduce the severely wounded condition to just wounded. The availability of magical healing depends on your setting. Classic D&D makes healing plentiful. Low Fantasy D&D requires long rituals to heal wounds. Grim D&D has no magical healing. [b]Optional Rule - No Wounds[/b] Some gamers prefer simpler rules. You still die when your critical damage is equal to half your normal maximum HP, but you never become wounded. [b]Optional Rule - Gruesome Wounds[/b] When a critical hit causes you to become wounded, make a save (DC xx). If you fail, you suffer a gruesome wound appropriate to the attack. These wounds should be something that won't end your adventuring career. You might lose a hand or an eye, but not a whole limb. If the crit caused you to become severely wounded, the wound should be even more gruesome, of the sort that renders you almost incapable of adventuring unless you can receive magical healing. [/QUOTE]
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