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Mearls: The core of D&D
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<blockquote data-quote="Celebrim" data-source="post: 5602413" data-attributes="member: 4937"><p>Ok, so far so good.</p><p></p><p></p><p></p><p>Why? This is only true if you've accepted the 4e trope that the non-physical part of his hits points than have been whittled down amount to no more than fatigue. If its just that he's getting tired out, then sure, once he gets his wind back he should get back perhaps 80% of his hit points. But until 4e came along it was not accepted that the metaphysical damage taken when hit points were reduced was merely being winded, but a loss of such intangible (but possibly real in a fantasy world) things as luck, divine favor, and so forth. He's bruised yes, but there is assumed to be more to it than that. Read Gygax's full explanation.</p><p></p><p></p><p></p><p>If this is your strongest remaining objection, then it can be easily handled. Simply make the hit points restored by healing magic be dependent on the level of the target rather than the level of the caster. This would parallel the existing assumption that the rate of natural healing depends on the level of the caster (a seriously wounded 4th level fighter and a seriously wounded 12th level fighter close their wounds at the same natural rate). Some changes might be required regarding the power and availablity of such spells and to the balance expectations of your game world, but if your principle problem is only that you don't think it fair that a cure light wounds heals most ills for a low level character but literally only light wounds for a high level one that change can be easily made. Besides which, if you only remaining complaint is that the magic doesn't make logical sense, I'm not sure you have a particularly strong remaining complaint. It's magic.</p><p></p><p>I don't think anyone here is going to try to defend the ideal that hit points are realistic. If I was go to design a hyper-realistic system, it probably wouldn't involve hit points in a traditional sense. However, the problems with them are not as great as all that.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5602413, member: 4937"] Ok, so far so good. Why? This is only true if you've accepted the 4e trope that the non-physical part of his hits points than have been whittled down amount to no more than fatigue. If its just that he's getting tired out, then sure, once he gets his wind back he should get back perhaps 80% of his hit points. But until 4e came along it was not accepted that the metaphysical damage taken when hit points were reduced was merely being winded, but a loss of such intangible (but possibly real in a fantasy world) things as luck, divine favor, and so forth. He's bruised yes, but there is assumed to be more to it than that. Read Gygax's full explanation. If this is your strongest remaining objection, then it can be easily handled. Simply make the hit points restored by healing magic be dependent on the level of the target rather than the level of the caster. This would parallel the existing assumption that the rate of natural healing depends on the level of the caster (a seriously wounded 4th level fighter and a seriously wounded 12th level fighter close their wounds at the same natural rate). Some changes might be required regarding the power and availablity of such spells and to the balance expectations of your game world, but if your principle problem is only that you don't think it fair that a cure light wounds heals most ills for a low level character but literally only light wounds for a high level one that change can be easily made. Besides which, if you only remaining complaint is that the magic doesn't make logical sense, I'm not sure you have a particularly strong remaining complaint. It's magic. I don't think anyone here is going to try to defend the ideal that hit points are realistic. If I was go to design a hyper-realistic system, it probably wouldn't involve hit points in a traditional sense. However, the problems with them are not as great as all that. [/QUOTE]
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