Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Schrodinger's HP and Combat
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6502052" data-attributes="member: 4937"><p>Agreed. I've been wrestling with that problem with my own 3.X rules branch. At one point, I rewrote the cure spells to depend on the HD of the target rather than the level of the caster. However, I quickly gave up on that for balance reasons - at low levels, the spells were too weak to allow for the sort of sustained play healing promotes, whereas at high levels the application of a low level spell cured too much. I'm still a bit bothered by it, and would love to have a good solution, but things like spell abundance depend on assumptions of spell utility and there are lots of things that can unravel if you aren't careful where you pull out threads and replace them. Balance on the cure spells is just a lot easier if you stick with the present scale, and since I have many bigger worries, fixing healing has been pushed to the back burner.</p><p></p><p>While I believe firmly that 4e was a mistake, and made several questionable design decisions, I don't blindly believe everything 4e did was bad nor do I disagree with most of 4e's (IMO largely unrealized) goals. Several aspects of 4e have already influenced my own D&D heartbreaker, and its likely that at some point I'll visit the concept of surges in some form to regulate and balance how healing works.</p><p></p><p>And all that said, it doesn't change the fact that hit points were given a concrete and reasonable definition and color right from the start. Hit points are abstract and obviously never intended to be perfectly realistic in all details, but exactly what they abstract is not nebulously defined in early editions of the game. Gygax clearly specifies that every damaging wound always does at least some meat damage as well as possibly some metaphysical damage. I don't think we need to revisit how 4e screws this up in a few edge cases, or makes other changes to the assumptions that had prevailed from OD&D to 3e, much less reach some agreement over whether we should even care or whether these changes marked an improvement, but I prefer everyone choose to believe what they believe on the basis of facts. It is not the case that 1e hit points were defined a truly nebulous way.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6502052, member: 4937"] Agreed. I've been wrestling with that problem with my own 3.X rules branch. At one point, I rewrote the cure spells to depend on the HD of the target rather than the level of the caster. However, I quickly gave up on that for balance reasons - at low levels, the spells were too weak to allow for the sort of sustained play healing promotes, whereas at high levels the application of a low level spell cured too much. I'm still a bit bothered by it, and would love to have a good solution, but things like spell abundance depend on assumptions of spell utility and there are lots of things that can unravel if you aren't careful where you pull out threads and replace them. Balance on the cure spells is just a lot easier if you stick with the present scale, and since I have many bigger worries, fixing healing has been pushed to the back burner. While I believe firmly that 4e was a mistake, and made several questionable design decisions, I don't blindly believe everything 4e did was bad nor do I disagree with most of 4e's (IMO largely unrealized) goals. Several aspects of 4e have already influenced my own D&D heartbreaker, and its likely that at some point I'll visit the concept of surges in some form to regulate and balance how healing works. And all that said, it doesn't change the fact that hit points were given a concrete and reasonable definition and color right from the start. Hit points are abstract and obviously never intended to be perfectly realistic in all details, but exactly what they abstract is not nebulously defined in early editions of the game. Gygax clearly specifies that every damaging wound always does at least some meat damage as well as possibly some metaphysical damage. I don't think we need to revisit how 4e screws this up in a few edge cases, or makes other changes to the assumptions that had prevailed from OD&D to 3e, much less reach some agreement over whether we should even care or whether these changes marked an improvement, but I prefer everyone choose to believe what they believe on the basis of facts. It is not the case that 1e hit points were defined a truly nebulous way. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Schrodinger's HP and Combat
Top