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Community
General Tabletop Discussion
*Dungeons & Dragons
Long Rest House Rule to adjust to "frequently resting" campaigns
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<blockquote data-quote="Lanefan" data-source="post: 7244847" data-attributes="member: 29398"><p>Which opens the inevitable can of worms regarding whether hit points represent physical damage, energy or spiritual or luck damage, or some combination of these two.</p><p></p><p>While there's hard-liners on both sides, a general vague consensus seems to be that most if not all h.p. represent luck or energy or whatever (though with a few physical nicks and scratches involved to allow such things as poison-coated weapons to work as intended) while the last few h.p. - or just reaching 0 - kinda represent more serious physical damage. The D&D rules, however, have always treated all h.p. the same, making it just as easy to recover from 40 to 50 h.p. as it is from 0 to 10.</p><p></p><p>Some systems e.g. Star Wars have two types of hit points - they call theirs "Wound" and "Vitality" - where the vitality points more or less represent the non-physical damage and wound points more or less represent actual physical harm...and are thus more difficult to recover. Normally in such systems you go through your vitality points first when taking damage, before starting on your wound points...unless a specific attack or injury goes straight to wounds - nobody said it was simple. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If D&D had such a system most of these meat-vs.-luck h.p. arguments would go away, but unfortunately it doesn't (officially), and so they don't. Sigh.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7244847, member: 29398"] Which opens the inevitable can of worms regarding whether hit points represent physical damage, energy or spiritual or luck damage, or some combination of these two. While there's hard-liners on both sides, a general vague consensus seems to be that most if not all h.p. represent luck or energy or whatever (though with a few physical nicks and scratches involved to allow such things as poison-coated weapons to work as intended) while the last few h.p. - or just reaching 0 - kinda represent more serious physical damage. The D&D rules, however, have always treated all h.p. the same, making it just as easy to recover from 40 to 50 h.p. as it is from 0 to 10. Some systems e.g. Star Wars have two types of hit points - they call theirs "Wound" and "Vitality" - where the vitality points more or less represent the non-physical damage and wound points more or less represent actual physical harm...and are thus more difficult to recover. Normally in such systems you go through your vitality points first when taking damage, before starting on your wound points...unless a specific attack or injury goes straight to wounds - nobody said it was simple. :) If D&D had such a system most of these meat-vs.-luck h.p. arguments would go away, but unfortunately it doesn't (officially), and so they don't. Sigh. Lanefan [/QUOTE]
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Long Rest House Rule to adjust to "frequently resting" campaigns
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