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On the healing options in the 5e DMG
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<blockquote data-quote="pemerton" data-source="post: 6474104" data-attributes="member: 42582"><p>Gary Gygax wrote his DMG in ordinary English.</p><p></p><p>When he says that "damage scored to characters . . . is actually not substantially physical . . . until the last handful of hit points are considered" (p 61), that "damage is not actually sustained - at least in proportion to the number of hit points marked off in most cases" (p 81), that "hit points are not actually a measure of physicl ldamage, by and large, as far as characters . . . are concerned" (p 61), he is not speaking ambiguously. He is saying, as plain as day, that <em>hit points are not substantially physical</em>!</p><p></p><p>This is also the reason he gives for the absence of a hit location system (p 61):</p><p></p><p style="margin-left: 20px">[H]it points are not actually a measure of physical damage, by and large . . . Therefore the location of hits and the type of damage caused are not germane to them."</p><p></p><p>How much clearer do you want him to have been?</p><p>No. I've just shown that Gygax also uses that reason to explain why no hit location system is needed - because serious injuries aren't actually being suffered.</p><p></p><p>In 4e, the latent capabiities of the approach are further developed, via inspirational healing, a much more straightforward approach to recovery times that is easy to house rule depending on desired pacing (and the 5e DMG actually spells this out), etc.</p><p></p><p>Yout don't need a rate. That is the point of flexible hit points (which [MENTION=82779]MechaPilot[/MENTION] and others have emphasised in this thread). You can narrate them as is appropriate to the particular situation.</p><p></p><p>This point also applies in response to the following:</p><p></p><p>You narrate as is required.</p><p></p><p>Remember, in the typical case no grown adult is going to die, or even be seriously impeded, from the mere physical injury of a snake or spider bite. So it's not as if you need to deduct some amount of "meat points" to reflect the puncture wound. So whether the snake's bite hits or misses shouldn't matter to hit points on a "meat" approach.</p><p></p><p>Likewis a ghoul's scratch or a spectre's touch. There is no requirement to deduct "meat" points to reflect the fact that, as the character tries to dodge or block the undead manages to touch him/her on the face, or slash its claws across an exposed piece of skin, thereby draining the level or paralysing the hapless victim.</p><p></p><p>Where does it say this?</p><p></p><p>Heaing surges, when unlocked and spent, allow you to regain hit points. The three most common ways that healing surges are unlocked is (i) by taking a short rest, (ii) by being inspired by rousing words or divine invocation (Inspiring Word, Healing Word, Majestic Word, Word of Vigour, etc), (iii) by getting one's second wind.</p><p></p><p>The correct inference to draw is that regaining hit points isn't about healing injuries at all, but rather about refocusing, resurgence, getting one's breath, bucking up.</p><p></p><p>Again, what this tells us is that unconsciousness does not mean "in a coma due to blood loss and trauma". It is quite different, in this respect, from negative hit points in 1st ed AD&D, which incapacitate for a week (unless a <em>heal</em> spell is used) and which - if they drop to -6 or below - licence the GM to narrate "scarring or the loss of some member, if you so choose" (DMG p 82).</p><p></p><p>Only if a character actually dies does it turn out that the hit point loss also corresponded to a fatal injury. Hence the need for somewhat oblique narration - much as Tolkien uses to describe Frodo's injury in Moria. </p><p></p><p>A bit like Luke in the tree on Dagobah, the only inconsistencies are those you are brining with you.</p><p></p><p>Armour in 4e is mostly a class feature that determines access to magic item types - ACs tend to be relatively similar for all characters (moreso than other defences, which can show quite wide variation - upto +/-8 or 9 for the 28th level PCs in my 4e game, compared to +/-4 for AC).</p><p></p><p>Damage on a miss is amost always less than damage on a hit (typically one-half), and hence being missed is as worthwhile as saving vs a fireball in AD&D (ie worthwhile). Typically, also, being missed reduces or negates the adverse conditions that a hit woud otherwise impose.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6474104, member: 42582"] Gary Gygax wrote his DMG in ordinary English. When he says that "damage scored to characters . . . is actually not substantially physical . . . until the last handful of hit points are considered" (p 61), that "damage is not actually sustained - at least in proportion to the number of hit points marked off in most cases" (p 81), that "hit points are not actually a measure of physicl ldamage, by and large, as far as characters . . . are concerned" (p 61), he is not speaking ambiguously. He is saying, as plain as day, that [I]hit points are not substantially physical[/I]! This is also the reason he gives for the absence of a hit location system (p 61): [indent][H]it points are not actually a measure of physical damage, by and large . . . Therefore the location of hits and the type of damage caused are not germane to them."[/indent] How much clearer do you want him to have been? No. I've just shown that Gygax also uses that reason to explain why no hit location system is needed - because serious injuries aren't actually being suffered. In 4e, the latent capabiities of the approach are further developed, via inspirational healing, a much more straightforward approach to recovery times that is easy to house rule depending on desired pacing (and the 5e DMG actually spells this out), etc. Yout don't need a rate. That is the point of flexible hit points (which [MENTION=82779]MechaPilot[/MENTION] and others have emphasised in this thread). You can narrate them as is appropriate to the particular situation. This point also applies in response to the following: You narrate as is required. Remember, in the typical case no grown adult is going to die, or even be seriously impeded, from the mere physical injury of a snake or spider bite. So it's not as if you need to deduct some amount of "meat points" to reflect the puncture wound. So whether the snake's bite hits or misses shouldn't matter to hit points on a "meat" approach. Likewis a ghoul's scratch or a spectre's touch. There is no requirement to deduct "meat" points to reflect the fact that, as the character tries to dodge or block the undead manages to touch him/her on the face, or slash its claws across an exposed piece of skin, thereby draining the level or paralysing the hapless victim. Where does it say this? Heaing surges, when unlocked and spent, allow you to regain hit points. The three most common ways that healing surges are unlocked is (i) by taking a short rest, (ii) by being inspired by rousing words or divine invocation (Inspiring Word, Healing Word, Majestic Word, Word of Vigour, etc), (iii) by getting one's second wind. The correct inference to draw is that regaining hit points isn't about healing injuries at all, but rather about refocusing, resurgence, getting one's breath, bucking up. Again, what this tells us is that unconsciousness does not mean "in a coma due to blood loss and trauma". It is quite different, in this respect, from negative hit points in 1st ed AD&D, which incapacitate for a week (unless a [I]heal[/I] spell is used) and which - if they drop to -6 or below - licence the GM to narrate "scarring or the loss of some member, if you so choose" (DMG p 82). Only if a character actually dies does it turn out that the hit point loss also corresponded to a fatal injury. Hence the need for somewhat oblique narration - much as Tolkien uses to describe Frodo's injury in Moria. A bit like Luke in the tree on Dagobah, the only inconsistencies are those you are brining with you. Armour in 4e is mostly a class feature that determines access to magic item types - ACs tend to be relatively similar for all characters (moreso than other defences, which can show quite wide variation - upto +/-8 or 9 for the 28th level PCs in my 4e game, compared to +/-4 for AC). Damage on a miss is amost always less than damage on a hit (typically one-half), and hence being missed is as worthwhile as saving vs a fireball in AD&D (ie worthwhile). Typically, also, being missed reduces or negates the adverse conditions that a hit woud otherwise impose. [/QUOTE]
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