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Let's Talk About Chapter 9 of the DMG
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<blockquote data-quote="Asisreo" data-source="post: 7951611" data-attributes="member: 7019027"><p>Healing in general is weird because of the disconnect between the abstract nature of hp vs the narrative many GM's use for combat. </p><p> HP loss mostly represents loss in luck and exhaustion for a character without heavily protective armor since surviving 50 hp worth of direct hits is comical for a rogue. Likewise, HP loss mostly represents actual meat points for thick hide creatures. </p><p> A giant toad can take a couple of meaty slices from a sword to take it down. A bandit captain, however, should only take one or two of them. </p><p></p><p>That's why I don't represent direct, bloody hits to players until they themselves become "bloodied" at around 50% hp. Before that, they're just taking scrapes and getting tired of dodging near-misses, after, they're holding onto their bleeding injury and gritting their teeth. </p><p> It's important that the "bloody injury" is something that makes sense in a long rest's time. It's 50% from being unconscious, not dead. A bludgeoning attack may give you a concussion, piercing may have nearly missed an artery and slashing may have cut a shallow but concerning slice near your neck. Even a 0-hp character shouldn't have an injury that's too hard for a person too survive, if they get attacked with over their max hp, though, it's safe to like decapitate them or whatever.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 7951611, member: 7019027"] Healing in general is weird because of the disconnect between the abstract nature of hp vs the narrative many GM's use for combat. HP loss mostly represents loss in luck and exhaustion for a character without heavily protective armor since surviving 50 hp worth of direct hits is comical for a rogue. Likewise, HP loss mostly represents actual meat points for thick hide creatures. A giant toad can take a couple of meaty slices from a sword to take it down. A bandit captain, however, should only take one or two of them. That's why I don't represent direct, bloody hits to players until they themselves become "bloodied" at around 50% hp. Before that, they're just taking scrapes and getting tired of dodging near-misses, after, they're holding onto their bleeding injury and gritting their teeth. It's important that the "bloody injury" is something that makes sense in a long rest's time. It's 50% from being unconscious, not dead. A bludgeoning attack may give you a concussion, piercing may have nearly missed an artery and slashing may have cut a shallow but concerning slice near your neck. Even a 0-hp character shouldn't have an injury that's too hard for a person too survive, if they get attacked with over their max hp, though, it's safe to like decapitate them or whatever. [/QUOTE]
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Let's Talk About Chapter 9 of the DMG
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