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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Simple 5e Healing that reconciles pre-4e and post-4e HP styles
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<blockquote data-quote="Andor" data-source="post: 5846064" data-attributes="member: 1879"><p>I don't see honestly see the need to split out HP into different pools unless you are using death spiral mechanics. Even if you are using the bloodied status you only need to know that 1/2way point. </p><p></p><p>HP are abstract, damage is abstract. There is never a moment in D&D where you actually know which organ has a sword through it. Unlike rolemaster.</p><p></p><p>If you don't want non-magical healing to get people back on their feet in mid-combat then simply say "The warlords Inspiring Word cannot raise a characters HP total above 0 once they are down."</p><p></p><p>Late 3.5 did a lot of experimentation with alternate healing approaches from the dragon shamans "Regen up to 1/2" to the Crusaders "Healing through pugilation." I think there is a lot of value to be mined from this.</p><p></p><p>It's also kind of ignored that most of the tumult between the earlier editions and the 4e stuff lies in the fluff, not the mechanics.</p><p></p><p>For example if you replaced non-magical with "Herb Lore, your characters knowledge of healing herbs allows him to make potions and poultices in his down time. These can restore (5e appropriate number) of hit point when applied in combat or twice that when used in combination with the chiurgeon skill outside of combat. However they can only be used X times per day before the herbs can cause toxic overdoses." Then you would have seen far fewer gripes.</p><p></p><p>Likewise you can, depending on the world and genre, fluff a warriors in-combat healing as boons from the god of war, or battle meditations, or chakra manipulation. Only holy boons are suitable in the oldest of old school approaches to world building, but herb lore always passes the sniff test.</p></blockquote><p></p>
[QUOTE="Andor, post: 5846064, member: 1879"] I don't see honestly see the need to split out HP into different pools unless you are using death spiral mechanics. Even if you are using the bloodied status you only need to know that 1/2way point. HP are abstract, damage is abstract. There is never a moment in D&D where you actually know which organ has a sword through it. Unlike rolemaster. If you don't want non-magical healing to get people back on their feet in mid-combat then simply say "The warlords Inspiring Word cannot raise a characters HP total above 0 once they are down." Late 3.5 did a lot of experimentation with alternate healing approaches from the dragon shamans "Regen up to 1/2" to the Crusaders "Healing through pugilation." I think there is a lot of value to be mined from this. It's also kind of ignored that most of the tumult between the earlier editions and the 4e stuff lies in the fluff, not the mechanics. For example if you replaced non-magical with "Herb Lore, your characters knowledge of healing herbs allows him to make potions and poultices in his down time. These can restore (5e appropriate number) of hit point when applied in combat or twice that when used in combination with the chiurgeon skill outside of combat. However they can only be used X times per day before the herbs can cause toxic overdoses." Then you would have seen far fewer gripes. Likewise you can, depending on the world and genre, fluff a warriors in-combat healing as boons from the god of war, or battle meditations, or chakra manipulation. Only holy boons are suitable in the oldest of old school approaches to world building, but herb lore always passes the sniff test. [/QUOTE]
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Simple 5e Healing that reconciles pre-4e and post-4e HP styles
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