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Is the Healer Feat Broken?
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<blockquote data-quote="Kreinas" data-source="post: 6835706" data-attributes="member: 6819242"><p>The concept of Health can also be seen as a sort of battle endurance. When your health drops low in a fight, you are physically exhausted from the amount of punishment you have taken. If you feel like the wounds you have suffered should not be healed over in a short rest, this is an issue you should discuss with your DM.</p><p></p><p>For example, in a current session on Roll20, I play a fighter. The fighter has a high constitution; He can take a beating, and therefore has higher health points. This fighter uses a Shield +1 as well as chainmail for a combined AC of 19. When attacks miss my fighter, they are either dodged completely (a low attack roll) or are eaten by the armor/shield. When an attack connects, it is described as "You block the attack with your shield, but the strength of your opponent overwhelms you. You take X damage" or "The impact finds purchase in the joint of your armor, leaving a gash/cut in your arm. You take X damage". These are examples of wounds that will close over a short period of time (you have to remember you aren't just Joe from the merchant stall. You're an adventurer with abnormal strength/wisdom/Con/dex/etc). </p><p></p><p>Then come the crits. Last session, while fighting a bugbear wielding a morningstar, a crit was landed. The DM rolled a d100 to see where the attack lands, and it happened to be my Knee. Despite wearing Chainmail and having a significant amount of HP, the blow crushed my kneecap. As a result, my movement speed was quartered, and an athletics check was required on each turn to see if I could even hold myself up. When combat ended, and a short rest was taken, my HP was regained but the knee remained shattered.</p><p></p><p>Your DM can then allow you to take out-of-combat actions to try to remedy the situation. Using nearby scraps of wood and rope, our wizard (who was far more intelligent than my character!) crafted a splint for my leg. Movement penalty reduced to half speed. Our party then crafted a makeshift gurney out of a table in the keep's dining hall, and our barbarian made an athletics check to see how well he could pull it. With his strength and proficiency, and a roll resulting in 22, he was able to pull me back to town at full speed (where it would have been half speed if I had walked) and saved us a day of travel. Returning to the town, my character visited a healer who applied advanced poultices and casting, and was informed that the knee would be suitable for walking after a day of rest. We ended our session here, and the next time we play a day will have passed (when time sensitive quests are ongoing, this can be a huge detriment).</p><p></p><p></p><p>TL;DR</p><p></p><p>Damage isn't black and white, and it is the responsibility of the DM to describe damage in a manner that matches expectations. If your party/DM don't care about the realism, by all means remove a leg every time your character takes 6 damage, then sleep it off while you regrow another.</p></blockquote><p></p>
[QUOTE="Kreinas, post: 6835706, member: 6819242"] The concept of Health can also be seen as a sort of battle endurance. When your health drops low in a fight, you are physically exhausted from the amount of punishment you have taken. If you feel like the wounds you have suffered should not be healed over in a short rest, this is an issue you should discuss with your DM. For example, in a current session on Roll20, I play a fighter. The fighter has a high constitution; He can take a beating, and therefore has higher health points. This fighter uses a Shield +1 as well as chainmail for a combined AC of 19. When attacks miss my fighter, they are either dodged completely (a low attack roll) or are eaten by the armor/shield. When an attack connects, it is described as "You block the attack with your shield, but the strength of your opponent overwhelms you. You take X damage" or "The impact finds purchase in the joint of your armor, leaving a gash/cut in your arm. You take X damage". These are examples of wounds that will close over a short period of time (you have to remember you aren't just Joe from the merchant stall. You're an adventurer with abnormal strength/wisdom/Con/dex/etc). Then come the crits. Last session, while fighting a bugbear wielding a morningstar, a crit was landed. The DM rolled a d100 to see where the attack lands, and it happened to be my Knee. Despite wearing Chainmail and having a significant amount of HP, the blow crushed my kneecap. As a result, my movement speed was quartered, and an athletics check was required on each turn to see if I could even hold myself up. When combat ended, and a short rest was taken, my HP was regained but the knee remained shattered. Your DM can then allow you to take out-of-combat actions to try to remedy the situation. Using nearby scraps of wood and rope, our wizard (who was far more intelligent than my character!) crafted a splint for my leg. Movement penalty reduced to half speed. Our party then crafted a makeshift gurney out of a table in the keep's dining hall, and our barbarian made an athletics check to see how well he could pull it. With his strength and proficiency, and a roll resulting in 22, he was able to pull me back to town at full speed (where it would have been half speed if I had walked) and saved us a day of travel. Returning to the town, my character visited a healer who applied advanced poultices and casting, and was informed that the knee would be suitable for walking after a day of rest. We ended our session here, and the next time we play a day will have passed (when time sensitive quests are ongoing, this can be a huge detriment). TL;DR Damage isn't black and white, and it is the responsibility of the DM to describe damage in a manner that matches expectations. If your party/DM don't care about the realism, by all means remove a leg every time your character takes 6 damage, then sleep it off while you regrow another. [/QUOTE]
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