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General Tabletop Discussion
*Dungeons & Dragons
Immersive Healing- A gritty system of injury and healing for D&D 5e.
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<blockquote data-quote="MoutonRustique" data-source="post: 6394870" data-attributes="member: 22362"><p>From my reading, if you keep the healing spells and caster classes as-is, this mainly affects the non-healing classes as a pretty strong "dependent-to-healing-character" hammer (as a stated goal this has been, without question, reached). It may be more work than you'd consider, but I would suggest restricting magical healing in some pretty severe manners. Otherwise, unless you impose party composition, 50+% of the rules will never see actual use - only the injury tables will be relevant.</p><p></p><p><em>My impressions:</em></p><p>It has the effect of making the abjurer "path" a good deal more attractive as easy access to temporary hp is now of great value.</p><p></p><p>When it comes to combat encounters, the strongest party is a "Seal Team 6" with a bard - stealth and nova are king (even more so).</p><p></p><p>Low-magic settings usually (in my experience) mean "<em>low-magic for everyone</em> but<em> the PCs</em>" as there will be a, or more, full-caster character in the party. As previously stated, only "Phase 0" is an "actually going to be used" rule when there is a healer in the party.</p><p></p><p>This can also have some pretty nasty in-game moral consequences on the healers if your players are of a kind to think about the impact of their presence (and their absence) - especially if you wish to portray the plight of those that do not have access to magical healing.</p><p></p><p></p><p>On the whole, not my cup of tea, but I know that many would enjoy it.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6394870, member: 22362"] From my reading, if you keep the healing spells and caster classes as-is, this mainly affects the non-healing classes as a pretty strong "dependent-to-healing-character" hammer (as a stated goal this has been, without question, reached). It may be more work than you'd consider, but I would suggest restricting magical healing in some pretty severe manners. Otherwise, unless you impose party composition, 50+% of the rules will never see actual use - only the injury tables will be relevant. [I]My impressions:[/I] It has the effect of making the abjurer "path" a good deal more attractive as easy access to temporary hp is now of great value. When it comes to combat encounters, the strongest party is a "Seal Team 6" with a bard - stealth and nova are king (even more so). Low-magic settings usually (in my experience) mean "[I]low-magic for everyone[/I] but[I] the PCs[/I]" as there will be a, or more, full-caster character in the party. As previously stated, only "Phase 0" is an "actually going to be used" rule when there is a healer in the party. This can also have some pretty nasty in-game moral consequences on the healers if your players are of a kind to think about the impact of their presence (and their absence) - especially if you wish to portray the plight of those that do not have access to magical healing. On the whole, not my cup of tea, but I know that many would enjoy it. [/QUOTE]
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