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Mearls: The core of D&D
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<blockquote data-quote="Beginning of the End" data-source="post: 5602341" data-attributes="member: 55271"><p>Natural healing (in most editions) scales appropriately. It's only the <em>cure</em> spells that are historically dissociated. And the reason for that basically boils down to "game balance" and "resource management".</p><p></p><p>The abstraction of the system is not "some hit points don't represent physical wounds". The abstraction of the system is "a 1 hp wound for character A might be a 6 hp wound for character B; the difference is due to character B being faster, luckier, tougher, blessed, or any number of other things". Like all abstracted systems, there are places where the abstraction breaks down. But, in general, the system works as intended.</p><p></p><p>See also <a href="http://thealexandrian.net/wordpress/1034/roleplaying-games/explaining-hit-points" target="_blank">Explaining Hit Points</a>.</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5602341, member: 55271"] Natural healing (in most editions) scales appropriately. It's only the [i]cure[/i] spells that are historically dissociated. And the reason for that basically boils down to "game balance" and "resource management". The abstraction of the system is not "some hit points don't represent physical wounds". The abstraction of the system is "a 1 hp wound for character A might be a 6 hp wound for character B; the difference is due to character B being faster, luckier, tougher, blessed, or any number of other things". Like all abstracted systems, there are places where the abstraction breaks down. But, in general, the system works as intended. See also [url=http://thealexandrian.net/wordpress/1034/roleplaying-games/explaining-hit-points]Explaining Hit Points[/url]. [/QUOTE]
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