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General Tabletop Discussion
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How should 5E handle healing?
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<blockquote data-quote="Mengu" data-source="post: 5821020" data-attributes="member: 65726"><p>I don't see anything wrong with abstraction and letting the DM/Players decide what HP's represent. Maybe my halfling fighter likes to think it is his luck that keeps him alive (I surely couldn't have as many health points as a troll could I?), and he will go to the cleric of tymora for a prayer to replenish his supply of luck. Or my ice mage might imagine his ice armor cracks with each hit, and with an arcane infusion (second wind), he mends those cracks, or the runepriest could use mending runes to repair the cracks on the mage's ice armor. I might play a warforged, that generates a force shield, represented by my hit points, and the artificer could boost my force shield when needed, so necessary repairs would be minimal and could be taken care of during down time. Or in a gritty Hyborian game, every hit could represent a cut, a bruise, a cracked rid, a lost tooth, or a smashed toe. The "system" should not invalidate any of these play choices.</p><p></p><p>You could even mix and match "case by case". As DM, I could determine the troll is actually taking a lot of hits, but his resilience is keeping him up, while the Quasit is a tiny little thing you could squash under your foot, but it cunningly slips around your leg, avoiding lethal attacks, until it make a vital mistake.</p><p></p><p>Also when you put a system-wide restriction like "only divine magic can heal", you are hampering the system with an arbitrary world-rule. It is perfectly viable to decide that in a campaign world, divine magic is the only kind of healing magic available. This would be a campaign based restriction. Much like the campaign based restriction of Dark Sun, where there is no divine magic. Similarly DM's can decide what kind of effects they want wounds to have in their world, or a DM might not want to ever deal with wounds, wanting to run a more heroic campaign, where PC's run through endless challenges in an upbeat 24-style tempo, that would be deterred by a crippling wound system. So long as the wound system is presented in a "take it or leave it" sort of way, both styles can be accommodated for.</p><p></p><p>I'm starting to think, what a lot of people are looking for is a set of rules to play World of Greyhawk. I seem to be in my own little world, thinking, I can make a home campaign using my imagination, and a robust and versatile set of D&D rules.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5821020, member: 65726"] I don't see anything wrong with abstraction and letting the DM/Players decide what HP's represent. Maybe my halfling fighter likes to think it is his luck that keeps him alive (I surely couldn't have as many health points as a troll could I?), and he will go to the cleric of tymora for a prayer to replenish his supply of luck. Or my ice mage might imagine his ice armor cracks with each hit, and with an arcane infusion (second wind), he mends those cracks, or the runepriest could use mending runes to repair the cracks on the mage's ice armor. I might play a warforged, that generates a force shield, represented by my hit points, and the artificer could boost my force shield when needed, so necessary repairs would be minimal and could be taken care of during down time. Or in a gritty Hyborian game, every hit could represent a cut, a bruise, a cracked rid, a lost tooth, or a smashed toe. The "system" should not invalidate any of these play choices. You could even mix and match "case by case". As DM, I could determine the troll is actually taking a lot of hits, but his resilience is keeping him up, while the Quasit is a tiny little thing you could squash under your foot, but it cunningly slips around your leg, avoiding lethal attacks, until it make a vital mistake. Also when you put a system-wide restriction like "only divine magic can heal", you are hampering the system with an arbitrary world-rule. It is perfectly viable to decide that in a campaign world, divine magic is the only kind of healing magic available. This would be a campaign based restriction. Much like the campaign based restriction of Dark Sun, where there is no divine magic. Similarly DM's can decide what kind of effects they want wounds to have in their world, or a DM might not want to ever deal with wounds, wanting to run a more heroic campaign, where PC's run through endless challenges in an upbeat 24-style tempo, that would be deterred by a crippling wound system. So long as the wound system is presented in a "take it or leave it" sort of way, both styles can be accommodated for. I'm starting to think, what a lot of people are looking for is a set of rules to play World of Greyhawk. I seem to be in my own little world, thinking, I can make a home campaign using my imagination, and a robust and versatile set of D&D rules. [/QUOTE]
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