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<blockquote data-quote="pemerton" data-source="post: 5957114" data-attributes="member: 42582"><p>The second is not 4e. It doesn't give me the same hit point balance entering each combat (except the on where I've run out of surges). 4e is not "two pools of hp". 4e is "two rates of healing" - heaing is fast (short rests) until it becomes slow (extended rest), but all healing is to a single pool (hp).</p><p></p><p>I'm not here defending 5e. It doesn't use a uniform rate of healing, and so doesn't put forward what I think should be the core. But I here they're revisiting core healing!</p><p></p><p>The difference in labelling causes a problem because it is not just cosmetic. As you yourself state, it makes on-the-fly ambiguity impossible ie it invalidates some mechanics. It imposes process simulation. That is not cosmetic. That is a substantive game design choice that departs from (some) D&D tradition.</p><p></p><p>You think on-the-fly ambiguity is a problem. I don't. Some others don't either - we think that fortune-in-the-middle is a virtue in some mechanics.</p><p></p><p>And having a single pool as core doesn't force anyone to <em>embrace</em> ambiguity. It is open to them to impose clarity if they want (eg all hp are meat, or all a fate, or all are meat but the last, or whatever - and the rulebooks could talk about this without any problems).</p><p></p><p>But having a single hit point pool with a uniform recovery rate and only two states - up or down - is the only way I can see to avoid imposing process simulation as the core.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5957114, member: 42582"] The second is not 4e. It doesn't give me the same hit point balance entering each combat (except the on where I've run out of surges). 4e is not "two pools of hp". 4e is "two rates of healing" - heaing is fast (short rests) until it becomes slow (extended rest), but all healing is to a single pool (hp). I'm not here defending 5e. It doesn't use a uniform rate of healing, and so doesn't put forward what I think should be the core. But I here they're revisiting core healing! The difference in labelling causes a problem because it is not just cosmetic. As you yourself state, it makes on-the-fly ambiguity impossible ie it invalidates some mechanics. It imposes process simulation. That is not cosmetic. That is a substantive game design choice that departs from (some) D&D tradition. You think on-the-fly ambiguity is a problem. I don't. Some others don't either - we think that fortune-in-the-middle is a virtue in some mechanics. And having a single pool as core doesn't force anyone to [I]embrace[/I] ambiguity. It is open to them to impose clarity if they want (eg all hp are meat, or all a fate, or all are meat but the last, or whatever - and the rulebooks could talk about this without any problems). But having a single hit point pool with a uniform recovery rate and only two states - up or down - is the only way I can see to avoid imposing process simulation as the core. [/QUOTE]
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