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Narrating Hit Points - no actual "damage"
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<blockquote data-quote="FrogReaver" data-source="post: 7352790" data-attributes="member: 6795602"><p>Possibly. Adding in an injury system even if it is more complex adds almost no complexity because you are just overlaying it on top of the current 5e rules (a little more than 1 might as well still be 1). It also has the added benefits of:</p><p>1. You are modeling both physical damage and fatigue luck separately and thus they can have separate recovery rates.</p><p>2. It gives a consequence for falling to 0 hp. (That's where injuries happen, thus fixing one of the most annoying 5e healing issues, whack A mole healing)</p><p>3. It still allows fast paced adventures as your hp recovers quickly (unless there's an injury that impacts that).</p><p></p><p>Personally I think the injury system when coupled with fast hp recovery works the best. Keep in mind it doesn't need to be an extremely complicated injury table.</p><p></p><p>Trying to just do slow hp recovery gets into the issue of essentially requiring magical healing for any kind of fast paced adventure which really isn't very popular. There is also the side effect that if there is magical healing in a slow hp recovery game but you write an adventure assuming none of it then any group with magical healing will likely find the event a cakewalk.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7352790, member: 6795602"] Possibly. Adding in an injury system even if it is more complex adds almost no complexity because you are just overlaying it on top of the current 5e rules (a little more than 1 might as well still be 1). It also has the added benefits of: 1. You are modeling both physical damage and fatigue luck separately and thus they can have separate recovery rates. 2. It gives a consequence for falling to 0 hp. (That's where injuries happen, thus fixing one of the most annoying 5e healing issues, whack A mole healing) 3. It still allows fast paced adventures as your hp recovers quickly (unless there's an injury that impacts that). Personally I think the injury system when coupled with fast hp recovery works the best. Keep in mind it doesn't need to be an extremely complicated injury table. Trying to just do slow hp recovery gets into the issue of essentially requiring magical healing for any kind of fast paced adventure which really isn't very popular. There is also the side effect that if there is magical healing in a slow hp recovery game but you write an adventure assuming none of it then any group with magical healing will likely find the event a cakewalk. [/QUOTE]
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