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General Tabletop Discussion
*Dungeons & Dragons
The "everyone at full fighting ability at 1 hp" conundrum
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<blockquote data-quote="Ratskinner" data-source="post: 7831409" data-attributes="member: 6688937"><p>My biggest gripe about HP is related to Healing. Heroes getting battered about for little impact is fine...just watch a marvel movie. My problem is when somebody casts a "healing" spell on a guy who...well, isn't wounded.</p><p></p><p>I've been mulling over a solution/response/houserule for this for some time. I think the next time I run 5e I will do something like this:</p><p></p><ul> <li data-xf-list-type="ul">HP are the mystical ability to keep functioning at near-full ability. Characters without positive HP totals cannot take Cast spells or make Attack or Dash actions.</li> <li data-xf-list-type="ul">Whenever you get hit and still have positive HP. You are fine. You might be knocked back, whatever.</li> <li data-xf-list-type="ul">If you run out of HP (or any other time, optionally), you will need to take Conditions or Wounds. Each Condition or Wound will "absorb" a certain amount of damage dealt (probably a small chart on the character sheet. (These values may be based off Con or total HP, haven't decided.) You have to narrate how the wound was inflicted by the attack, or it doesn't work. You may only take one per loss of HP.</li> <li data-xf-list-type="ul">Magical healing doesn't recover normal HP, but it does remove Wounds and appropriate conditions...but only if it heals the same number of HP as the wound absorbed in the first place. I think it makes sense to add a few more spells keyed off of "inspiration" or whatever, to replace the in-combat "healing.</li> <li data-xf-list-type="ul">If you take damage and cannot narrate taking a Condition or Wound or subtract it from a positive HP total, you die. </li> <li data-xf-list-type="ul">Most monsters just die at 0hp. A few lietenants and big baddies might have some lesser-than-PC arrays of wounds and Conditions.</li> </ul></blockquote><p></p>
[QUOTE="Ratskinner, post: 7831409, member: 6688937"] My biggest gripe about HP is related to Healing. Heroes getting battered about for little impact is fine...just watch a marvel movie. My problem is when somebody casts a "healing" spell on a guy who...well, isn't wounded. I've been mulling over a solution/response/houserule for this for some time. I think the next time I run 5e I will do something like this: [LIST] [*]HP are the mystical ability to keep functioning at near-full ability. Characters without positive HP totals cannot take Cast spells or make Attack or Dash actions. [*]Whenever you get hit and still have positive HP. You are fine. You might be knocked back, whatever. [*]If you run out of HP (or any other time, optionally), you will need to take Conditions or Wounds. Each Condition or Wound will "absorb" a certain amount of damage dealt (probably a small chart on the character sheet. (These values may be based off Con or total HP, haven't decided.) You have to narrate how the wound was inflicted by the attack, or it doesn't work. You may only take one per loss of HP. [*]Magical healing doesn't recover normal HP, but it does remove Wounds and appropriate conditions...but only if it heals the same number of HP as the wound absorbed in the first place. I think it makes sense to add a few more spells keyed off of "inspiration" or whatever, to replace the in-combat "healing. [*]If you take damage and cannot narrate taking a Condition or Wound or subtract it from a positive HP total, you die. [*]Most monsters just die at 0hp. A few lietenants and big baddies might have some lesser-than-PC arrays of wounds and Conditions. [/LIST] [/QUOTE]
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The "everyone at full fighting ability at 1 hp" conundrum
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