Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How should 5E handle healing?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RangerWickett" data-source="post: 5821302" data-attributes="member: 63"><p>Cool. So fewer rules are, in general, better for you, because you'd rather adjudicate the results of a character's actions with a simple game system, than have to be beholden to complicated rules of a complex game system. Is that what you're saying?</p><p></p><p>In that case, I think a fairly simple system, with optional add-ons, would please us both. I mean, you're not just winging everything. Some rules help everyone grasp what's going on, and make it easier to tell a shared story. And for the type of stories you mentioned above, I think the following makes real smart sense.</p><p></p><p>You have hit points. When you take damage, you lose hit points. When you're out of hit points, you're out of the fight. If someone deals more damage to you, you die. You can regain hit points, too.</p><p></p><p>Easy. That allows various narrative conceits to work. HP they a little of everything: wounds, luck, grit, plot immunity. </p><p></p><p>It works easily for a game, but for some people it's too abstract, because they want the rule mechanics to let them consistently parse game events into either narrative events or simulational events. </p><p></p><p>As Mark Rosewater, lead designer of Magic: the Gathering, says, restrictions inspire creativity. If there are specific mechanics for wounds or for, say, special types of armor that are good against special types of weapons, some gamers will latch onto those and be inspired. </p><p></p><p>In a simpler system, a player might be content to just swing his sword against every monster and add whatever flavor to his description that he thinks up. But in a middle-complexity system a player might like the reward of being more successful if he uses the rules well. He might try out something even more creative, because seeing lots of options encourages him to try them out. </p><p></p><p>In 2e, one of my players made a fighter who hit things with his sword. In 3e, the same player saw the list of a lot of combat options, and he made a fighter who liked to grapple people and bite their ankles off. And there were actual mechanics so he could know what to expect -- the person would be immobilized, have X% chance of escaping, and, after his ankles were gnawed, he'd be prone, which would grant other benefits. He liked having the rules inspire him to try things.</p><p></p><p>Anyway, I'm rambling. It's late. I like rules with more granularity, because . . . well, I just do. It's the design philosophy I enjoy. But I recognize the value of a simple core system. So yeah: </p><p></p><p>You have hit points. When you take damage, you lose hit points. When you're out of hit points, you're out of the fight. If someone deals more damage to you, you die. You can regain hit points, too.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5821302, member: 63"] Cool. So fewer rules are, in general, better for you, because you'd rather adjudicate the results of a character's actions with a simple game system, than have to be beholden to complicated rules of a complex game system. Is that what you're saying? In that case, I think a fairly simple system, with optional add-ons, would please us both. I mean, you're not just winging everything. Some rules help everyone grasp what's going on, and make it easier to tell a shared story. And for the type of stories you mentioned above, I think the following makes real smart sense. You have hit points. When you take damage, you lose hit points. When you're out of hit points, you're out of the fight. If someone deals more damage to you, you die. You can regain hit points, too. Easy. That allows various narrative conceits to work. HP they a little of everything: wounds, luck, grit, plot immunity. It works easily for a game, but for some people it's too abstract, because they want the rule mechanics to let them consistently parse game events into either narrative events or simulational events. As Mark Rosewater, lead designer of Magic: the Gathering, says, restrictions inspire creativity. If there are specific mechanics for wounds or for, say, special types of armor that are good against special types of weapons, some gamers will latch onto those and be inspired. In a simpler system, a player might be content to just swing his sword against every monster and add whatever flavor to his description that he thinks up. But in a middle-complexity system a player might like the reward of being more successful if he uses the rules well. He might try out something even more creative, because seeing lots of options encourages him to try them out. In 2e, one of my players made a fighter who hit things with his sword. In 3e, the same player saw the list of a lot of combat options, and he made a fighter who liked to grapple people and bite their ankles off. And there were actual mechanics so he could know what to expect -- the person would be immobilized, have X% chance of escaping, and, after his ankles were gnawed, he'd be prone, which would grant other benefits. He liked having the rules inspire him to try things. Anyway, I'm rambling. It's late. I like rules with more granularity, because . . . well, I just do. It's the design philosophy I enjoy. But I recognize the value of a simple core system. So yeah: You have hit points. When you take damage, you lose hit points. When you're out of hit points, you're out of the fight. If someone deals more damage to you, you die. You can regain hit points, too. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How should 5E handle healing?
Top