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New D&D Survey: What Do you Want From Older Editions?
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<blockquote data-quote="Yaarel" data-source="post: 7674939" data-attributes="member: 58172"><p>That might work as a compromise. As long as zero hit points means real physical injuries that normally require hospitalization in an intensive care unit. Dying cannot be handwaived away.</p><p></p><p>If the Warlord must resort to medically treating fallen allies who reached zero hp, that would help maintain narrative consistency.</p><p></p><p>In this case the combat medic is stitching up a grievous wound before it becomes irreversible. There will be scars.</p><p></p><p>Moreover, the ‘see [or] hear’ requirement seems to cover most of the difficult situations, including both unconscious and dying.</p><p></p><p>If the Warlord has one set of features to inspire hit points in conscious allies, but a different set of features to medically treat fallen allies - it would help alot to maintain narrative consistency.</p><p></p><p></p><p></p><p>Meanwhile, where the Warlord is especially good at restoring hit points is as follows:</p><p></p><p>The 5e PH defines ‘hit points’ as follows.</p><p></p><p>"</p><p>Hit points represent a combination of physical and mental durability, the will to live, and luck. </p><p></p><p>"</p><p></p><p>Hit points include four different factors: bodily wholeness, mental alertness, mental will to live, and magical luck.</p><p></p><p>Thus there are four different ways to restore hit points: physical healing (by magic or mundane recuperation), assisting combat awareness, inspiring confidence, and bestowing the protection of destiny.</p><p></p><p>The Warlord can convincingly restore hit points by means of combat awareness and inspiration.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7674939, member: 58172"] That might work as a compromise. As long as zero hit points means real physical injuries that normally require hospitalization in an intensive care unit. Dying cannot be handwaived away. If the Warlord must resort to medically treating fallen allies who reached zero hp, that would help maintain narrative consistency. In this case the combat medic is stitching up a grievous wound before it becomes irreversible. There will be scars. Moreover, the ‘see [or] hear’ requirement seems to cover most of the difficult situations, including both unconscious and dying. If the Warlord has one set of features to inspire hit points in conscious allies, but a different set of features to medically treat fallen allies - it would help alot to maintain narrative consistency. Meanwhile, where the Warlord is especially good at restoring hit points is as follows: The 5e PH defines ‘hit points’ as follows. " Hit points represent a combination of physical and mental durability, the will to live, and luck. " Hit points include four different factors: bodily wholeness, mental alertness, mental will to live, and magical luck. Thus there are four different ways to restore hit points: physical healing (by magic or mundane recuperation), assisting combat awareness, inspiring confidence, and bestowing the protection of destiny. The Warlord can convincingly restore hit points by means of combat awareness and inspiration. [/QUOTE]
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