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<blockquote data-quote="Andor" data-source="post: 5842813" data-attributes="member: 1879"><p>Truth. Verisimilitude doesn't mean it has to be reality exactly as we know it, merely that it has to be one that we can believe in. The flip side of that is that it does have to be understandable enough for that buy-in.</p><p></p><p></p><p></p><p>As long as you have laid the groundwork in the fluff a fighters self-healing could be herb lore, prana meditations, bandages, hedge magic, accupuncture, or gifts from Kord to the valiant. It could be the blessing of the ancestors, magical fairie mushrooms, satyrs wine or strength gained by consuming the hearts of your defeated foes. </p><p></p><p>Yes, little of that would have been used by a 12th century knight errant. The Knight never dodged a fireball or faced down a pack of ghouls either, so who cares? Likewise our PCs probably do not belive a lack of hygiene is a proper attribute of the devout, showing as it does a focus on the soul through mortification of the flesh, but a 12th century knight errant would have. </p><p></p><p>Alternatively fighter damage control could be a class feature that gets extra mileage from armour and/or shields. It could be a second wind, adrenaline surge, or heroic stamina. It could be an active parry or a meta-game hero point usage to turn aside a deadly blow. </p><p></p><p>What it cannot be (for many of us) is an undefined "Fighters heal, standard action to regain half your HP." Although it would be accepatable, to me, if that line of mechanics was accompanied by the above listing of possible fluff and some guidance on how the GM can select appropriate terms to create the campaign world he envisions.</p></blockquote><p></p>
[QUOTE="Andor, post: 5842813, member: 1879"] Truth. Verisimilitude doesn't mean it has to be reality exactly as we know it, merely that it has to be one that we can believe in. The flip side of that is that it does have to be understandable enough for that buy-in. As long as you have laid the groundwork in the fluff a fighters self-healing could be herb lore, prana meditations, bandages, hedge magic, accupuncture, or gifts from Kord to the valiant. It could be the blessing of the ancestors, magical fairie mushrooms, satyrs wine or strength gained by consuming the hearts of your defeated foes. Yes, little of that would have been used by a 12th century knight errant. The Knight never dodged a fireball or faced down a pack of ghouls either, so who cares? Likewise our PCs probably do not belive a lack of hygiene is a proper attribute of the devout, showing as it does a focus on the soul through mortification of the flesh, but a 12th century knight errant would have. Alternatively fighter damage control could be a class feature that gets extra mileage from armour and/or shields. It could be a second wind, adrenaline surge, or heroic stamina. It could be an active parry or a meta-game hero point usage to turn aside a deadly blow. What it cannot be (for many of us) is an undefined "Fighters heal, standard action to regain half your HP." Although it would be accepatable, to me, if that line of mechanics was accompanied by the above listing of possible fluff and some guidance on how the GM can select appropriate terms to create the campaign world he envisions. [/QUOTE]
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