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Slow Natural Healing in actual play
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<blockquote data-quote="I'm A Banana" data-source="post: 8978195" data-attributes="member: 2067"><p>How it works in D&D, RAW, today is that a poisonous snake who bites you <em>pierces</em> you and <em>poisons</em> you when it does so. Which is why when you summon one and tell it to attack a skeleton, it's less effective than hitting it with your hammer - the skeleton isn't affected by <em>poison</em> and takes more damage when you <em>bludgeon</em> it. </p><p></p><p>If a snake bites you, or you hit a skeleton with a hammer, something related to "physical durability" happens. In the narrative, it's not just a near-miss or a drop in morale or a dodge that fatigued you. The skeleton isn't taking more damage because your warhammer makes it <em>unluckier </em>than your spear. </p><p></p><p>It ain't pure physical durability, but it <em>involves</em> physical durability, no "table rule" required. The blow also reduces the mental durability (it didn't like being hit), will to live (maybe it disrupted some necrotic bindings) and luck (the skeleton took a blow on the ribs instead of on its spine) of the skeleton, sure. But physical durability is a part of that damage, too.</p><p></p><p>If anyone accuses my game of magical elf make-believe of being "realistic," I want them found and silenced, hahaha.</p><p></p><p>That's part of why I made the point that the "grittier" rules are more about campaign pacing for me. I often like a slower, seasonal pace to my grand storylines, where weeks can pass in convalescence and downtime. Not always, but often enough that I'll use rules to help get that vibe. Part of the fiction that happens when I do that is that the wounds take longer to heal, but that's all just part of the aesthetic I'm getting at. Ultimately, that aesthetic is more about integration with the world than it is about being "realistic" or "gritty." I like it when PC's have to ask questions like "Where can we lie low for a week?" and these rules encourage that.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 8978195, member: 2067"] How it works in D&D, RAW, today is that a poisonous snake who bites you [I]pierces[/I] you and [I]poisons[/I] you when it does so. Which is why when you summon one and tell it to attack a skeleton, it's less effective than hitting it with your hammer - the skeleton isn't affected by [I]poison[/I] and takes more damage when you [I]bludgeon[/I] it. If a snake bites you, or you hit a skeleton with a hammer, something related to "physical durability" happens. In the narrative, it's not just a near-miss or a drop in morale or a dodge that fatigued you. The skeleton isn't taking more damage because your warhammer makes it [I]unluckier [/I]than your spear. It ain't pure physical durability, but it [I]involves[/I] physical durability, no "table rule" required. The blow also reduces the mental durability (it didn't like being hit), will to live (maybe it disrupted some necrotic bindings) and luck (the skeleton took a blow on the ribs instead of on its spine) of the skeleton, sure. But physical durability is a part of that damage, too. If anyone accuses my game of magical elf make-believe of being "realistic," I want them found and silenced, hahaha. That's part of why I made the point that the "grittier" rules are more about campaign pacing for me. I often like a slower, seasonal pace to my grand storylines, where weeks can pass in convalescence and downtime. Not always, but often enough that I'll use rules to help get that vibe. Part of the fiction that happens when I do that is that the wounds take longer to heal, but that's all just part of the aesthetic I'm getting at. Ultimately, that aesthetic is more about integration with the world than it is about being "realistic" or "gritty." I like it when PC's have to ask questions like "Where can we lie low for a week?" and these rules encourage that. [/QUOTE]
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