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Mearls: The core of D&D
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<blockquote data-quote="mmadsen" data-source="post: 5602349" data-attributes="member: 1645"><p>You keep telling people that you have already answered their questions, but they clearly don't see it that way. So, walk us through how hit points work. </p><p></p><p>Our amazing swordsman -- with, say, 50 hit points -- cuts down numerous good-but-not-great swordsmen, taking "hits" and losing hit points to "damage" along the way.</p><p></p><p>The canonical pre-4E explanation is that he is indeed getting physically hit each time, but none of the blows lands quite true, so instead of costing him close to 100 percent of his hit points, each blow only costs him 10 percent of his hit points. He's getting battered, bruised, scratched up, etc.</p><p></p><p>As he gets progressively tired and beat down, more and more of the blows land harder and harder, and they cost him proportionally more and more of his smaller and smaller pool of hit points. A 5-hp hit is more physically damaging when you only have 10 hp left than when you are fresh as a daisy with 50 hp left.</p><p></p><p>That's all fine and good -- if you've accepted the subtle plot-protection and predictability built in to hit points as a good thing -- but it doesn't ring true when it comes time to recover those hit points. This is not a new complaint. Our master swordsman should be able to get his wind -- and thus half of his hit points? -- back in a matter of minutes. </p><p></p><p>If he's just fatigued and bruised, a quick swig of elf wine or orc liquor should get him back in the fight. But, by the rules, the same miraculous healing magic that could bring his victims back from near death cannot even get him his wind back? Really? Because even the slightest fatigue and bruising puts him at the level of his good-but-not-great foes?</p></blockquote><p></p>
[QUOTE="mmadsen, post: 5602349, member: 1645"] You keep telling people that you have already answered their questions, but they clearly don't see it that way. So, walk us through how hit points work. Our amazing swordsman -- with, say, 50 hit points -- cuts down numerous good-but-not-great swordsmen, taking "hits" and losing hit points to "damage" along the way. The canonical pre-4E explanation is that he is indeed getting physically hit each time, but none of the blows lands quite true, so instead of costing him close to 100 percent of his hit points, each blow only costs him 10 percent of his hit points. He's getting battered, bruised, scratched up, etc. As he gets progressively tired and beat down, more and more of the blows land harder and harder, and they cost him proportionally more and more of his smaller and smaller pool of hit points. A 5-hp hit is more physically damaging when you only have 10 hp left than when you are fresh as a daisy with 50 hp left. That's all fine and good -- if you've accepted the subtle plot-protection and predictability built in to hit points as a good thing -- but it doesn't ring true when it comes time to recover those hit points. This is not a new complaint. Our master swordsman should be able to get his wind -- and thus half of his hit points? -- back in a matter of minutes. If he's just fatigued and bruised, a quick swig of elf wine or orc liquor should get him back in the fight. But, by the rules, the same miraculous healing magic that could bring his victims back from near death cannot even get him his wind back? Really? Because even the slightest fatigue and bruising puts him at the level of his good-but-not-great foes? [/QUOTE]
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