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General Tabletop Discussion
*Dungeons & Dragons
How to buff healing, make it reliable and discourage whack-a-mole?
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<blockquote data-quote="DEFCON 1" data-source="post: 9220720" data-attributes="member: 7006"><p>I understand your way of thinking here and can appreciate it... but I'll be honest, that sort of narrative-to-mechanics overlap in the "PC is dying" sphere is just one of innumerable places where the whole thing doesn't make any sense. The entire Hit Point system doesn't align mechanically to any sort of cohesive narrative.</p><p></p><p>I mean if you wish to make the point that going from 0 HP to being healed some amount of HP means narratively you are going from "I'm dying!" to "Up and at 'em, I'm good!"... then I would counter with the entire run of a character going from Full HP to 0 HP is "I'm fine!" "I'm fine!" "I'm fine!" "I'm fine!" "I'm fine!" "Oops, I'm dying!". Mechanically you are perfectly fine with no loss of ability while you have any sort of HP at all, and it's only when you drop under that threshold of 0 HP when suddenly you are now on Death's Door. And there's no logical narrative description we can use for any of that. Two different sections of the rules that both have narrative that misaligns to the mechanics. So to me I would say either be bothered with both parts or neither parts... but only being bothered by one of them but not the other seems illogical.</p><p></p><p>So at least for me... if the narrative paper we are using to wrap the hit points and death and dying mechanics in is rather flimsy and doesn't do a great job in so many ways over so many parts... at some point it seems easier to just change the paper rather than trying to change the gift the paper is wrapping up? Others might disagree.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9220720, member: 7006"] I understand your way of thinking here and can appreciate it... but I'll be honest, that sort of narrative-to-mechanics overlap in the "PC is dying" sphere is just one of innumerable places where the whole thing doesn't make any sense. The entire Hit Point system doesn't align mechanically to any sort of cohesive narrative. I mean if you wish to make the point that going from 0 HP to being healed some amount of HP means narratively you are going from "I'm dying!" to "Up and at 'em, I'm good!"... then I would counter with the entire run of a character going from Full HP to 0 HP is "I'm fine!" "I'm fine!" "I'm fine!" "I'm fine!" "I'm fine!" "Oops, I'm dying!". Mechanically you are perfectly fine with no loss of ability while you have any sort of HP at all, and it's only when you drop under that threshold of 0 HP when suddenly you are now on Death's Door. And there's no logical narrative description we can use for any of that. Two different sections of the rules that both have narrative that misaligns to the mechanics. So to me I would say either be bothered with both parts or neither parts... but only being bothered by one of them but not the other seems illogical. So at least for me... if the narrative paper we are using to wrap the hit points and death and dying mechanics in is rather flimsy and doesn't do a great job in so many ways over so many parts... at some point it seems easier to just change the paper rather than trying to change the gift the paper is wrapping up? Others might disagree. [/QUOTE]
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How to buff healing, make it reliable and discourage whack-a-mole?
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