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<blockquote data-quote="Psion" data-source="post: 239713" data-attributes="member: 172"><p>I think anyone who doesn't recognize that the healing glitch is a glitch is selling you (and possibly themselves) something.</p><p></p><p>The fundamental problem is that it is VERY difficult to address this AND retain the simplicity of the HP system.</p><p></p><p>In my old 2e house rules, I split damage into "hit points" and "defense pool", a distinction that was essentially equivalent to d20 star wars' "wound points" and "vitality points." Using this distinction, I explained the "healing glitch" like this: "defense pool" damage is superficial scrapes, bruises, and fatigue, "hit points" represent telling physical daamge. </p><p></p><p>Now here's the rub with healing: healing is limited by how you use it. If you have a bandage, and you apply it to a person who only has scrapes, that doesn't do as much good as a bangage applied to a gushing wound. So healing was more relative.</p><p></p><p>But it is a little harder to see this if you are conflating "luck/skill/fatigue" and real damage. There is just something unsatisfying about assuming that HP represents this bundle of things yet healing basically treats it like luck, skill, and fatigue is not a factor at all and that the HP being healed are essentially treated like they are honest to goodness greivious bodily harm.</p><p></p><p>It seems like the simplest way to make HP as-is work is to make healing magic match level like natural healing does. But if you do this healing instantly becomes much very trivial.</p><p></p><p>Like I was telling the rather hostile MutantHamster a few pages ago, there is no easy way around this issue.</p></blockquote><p></p>
[QUOTE="Psion, post: 239713, member: 172"] I think anyone who doesn't recognize that the healing glitch is a glitch is selling you (and possibly themselves) something. The fundamental problem is that it is VERY difficult to address this AND retain the simplicity of the HP system. In my old 2e house rules, I split damage into "hit points" and "defense pool", a distinction that was essentially equivalent to d20 star wars' "wound points" and "vitality points." Using this distinction, I explained the "healing glitch" like this: "defense pool" damage is superficial scrapes, bruises, and fatigue, "hit points" represent telling physical daamge. Now here's the rub with healing: healing is limited by how you use it. If you have a bandage, and you apply it to a person who only has scrapes, that doesn't do as much good as a bangage applied to a gushing wound. So healing was more relative. But it is a little harder to see this if you are conflating "luck/skill/fatigue" and real damage. There is just something unsatisfying about assuming that HP represents this bundle of things yet healing basically treats it like luck, skill, and fatigue is not a factor at all and that the HP being healed are essentially treated like they are honest to goodness greivious bodily harm. It seems like the simplest way to make HP as-is work is to make healing magic match level like natural healing does. But if you do this healing instantly becomes much very trivial. Like I was telling the rather hostile MutantHamster a few pages ago, there is no easy way around this issue. [/QUOTE]
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