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General Tabletop Discussion
*Dungeons & Dragons
On the healing options in the 5e DMG
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<blockquote data-quote="MechaPilot" data-source="post: 6473022" data-attributes="member: 82779"><p>Healing Surges are no more magical than a character's attribute modifier is; they are merely a mechanical construct that dictates how much access a character has to her total pool of HPs over the course of a day.</p><p></p><p></p><p></p><p>Wearing plate armor doesn't make you magically able to dodge better, or enemies magically worse at swinging their weapons. However, it does raise your AC. If failing to beat a target's AC means a literal and narrative miss, then you are ascribing magical properties to everything that raises AC. Unless you want to say that all non-magical armors magically give PCs the ability to dodge better or turn enemy strikes into complete misses, the inconsistency you mentioned is already present in the way that AC works in 2e, 3e, 4e, and 5e.</p><p></p><p></p><p></p><p>What really is the point of different weapons having different damage values when skill at arms is in real life a far greater determining factor? Yet, in D&D, a 12 Str fighter with a decade of combat experience does the same damage with a longsword as a 12 Str blacksmith who has never fought a battle in her life.</p><p></p><p>What really is the point of different weapons having different damage values when all it does is encourage people to pick the handful of weapons with the highest damage values? Shortbow or Longbow, I can use both, but which one should I choose? D6 vs D8 makes that a no-brainer.</p><p></p><p></p><p></p><p>Not at all.</p><p></p><p>So a character gets a physical wound when she is attacked. She takes a short rest, bandages or stitches the wound, and regains HPs so she can continue to fight on. Do those bandages/stitches immediately sink in and become virgin flesh? No, they are still there.</p><p></p><p>The same is true with inspirational healing. Sure, you gain the ability to fight on a little longer (i.e. HP recovery), but any injuries that you have sustained don't magically go away.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 6473022, member: 82779"] Healing Surges are no more magical than a character's attribute modifier is; they are merely a mechanical construct that dictates how much access a character has to her total pool of HPs over the course of a day. Wearing plate armor doesn't make you magically able to dodge better, or enemies magically worse at swinging their weapons. However, it does raise your AC. If failing to beat a target's AC means a literal and narrative miss, then you are ascribing magical properties to everything that raises AC. Unless you want to say that all non-magical armors magically give PCs the ability to dodge better or turn enemy strikes into complete misses, the inconsistency you mentioned is already present in the way that AC works in 2e, 3e, 4e, and 5e. What really is the point of different weapons having different damage values when skill at arms is in real life a far greater determining factor? Yet, in D&D, a 12 Str fighter with a decade of combat experience does the same damage with a longsword as a 12 Str blacksmith who has never fought a battle in her life. What really is the point of different weapons having different damage values when all it does is encourage people to pick the handful of weapons with the highest damage values? Shortbow or Longbow, I can use both, but which one should I choose? D6 vs D8 makes that a no-brainer. Not at all. So a character gets a physical wound when she is attacked. She takes a short rest, bandages or stitches the wound, and regains HPs so she can continue to fight on. Do those bandages/stitches immediately sink in and become virgin flesh? No, they are still there. The same is true with inspirational healing. Sure, you gain the ability to fight on a little longer (i.e. HP recovery), but any injuries that you have sustained don't magically go away. [/QUOTE]
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On the healing options in the 5e DMG
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