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General Tabletop Discussion
*Dungeons & Dragons
Narrating Hit Points - no actual "damage"
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<blockquote data-quote="Lanefan" data-source="post: 7351357" data-attributes="member: 29398"><p>Quite true.</p><p></p><p>Also true by RAW, which only points out how poor the RAW are in this instance in that no matter what you do you end up with a problem; be it the problem of unexplainably fast recovery or the problem of no serious injury without death.</p><p></p><p>And both problems are quite easy to solve at once with just a paragraph or two in one of the PH or DMG introducing rules for much slower recovery if a character is reduced to (10%? 20%? some number of percent, anyway) of one's full h.p. But the designers chose - one must suppose intentionally, if IMO badly - not to do this, preferring instead to (1) have PCs recover unnaturally fast and (2) to have virtually no 'distance' between fully-functional and dead.</p><p></p><p>(1) is a carry-over from 4e; before 4e recovery rates were much slower, with more reliance on magical healing if a party wanted to get moving again quickly.</p><p></p><p>(2) has been a problem all the way along. 4e, oddly enough, came closest to trying to fix it; the idea of 'bloodied' at 50% h.p. had loads of potential but they shied away from having hit points below bloodied be harder to recover or cure. Had they done this or something like it (maybe an 'injured' condition at 10%?) they'd have more or less solved the problem, and largely put these hit point debates to bed.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7351357, member: 29398"] Quite true. Also true by RAW, which only points out how poor the RAW are in this instance in that no matter what you do you end up with a problem; be it the problem of unexplainably fast recovery or the problem of no serious injury without death. And both problems are quite easy to solve at once with just a paragraph or two in one of the PH or DMG introducing rules for much slower recovery if a character is reduced to (10%? 20%? some number of percent, anyway) of one's full h.p. But the designers chose - one must suppose intentionally, if IMO badly - not to do this, preferring instead to (1) have PCs recover unnaturally fast and (2) to have virtually no 'distance' between fully-functional and dead. (1) is a carry-over from 4e; before 4e recovery rates were much slower, with more reliance on magical healing if a party wanted to get moving again quickly. (2) has been a problem all the way along. 4e, oddly enough, came closest to trying to fix it; the idea of 'bloodied' at 50% h.p. had loads of potential but they shied away from having hit points below bloodied be harder to recover or cure. Had they done this or something like it (maybe an 'injured' condition at 10%?) they'd have more or less solved the problem, and largely put these hit point debates to bed. [/QUOTE]
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Narrating Hit Points - no actual "damage"
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