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The problem with 5e
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<blockquote data-quote="Oofta" data-source="post: 8143181" data-attributes="member: 6801845"><p>I have no idea what you're talking about. D&D is not a reality simulator, it makes compromises all over the place to make the game enjoyable for as many people as practical. You can't please everyone, and I'm not sure I've ever seen you say much of anything positive, but obviously it does work for a lot of people and game designers. If it didn't work for the latter, we wouldn't have seen HP (and okay until 0 with easy recovery) adopted by the majority of FPS games.</p><p></p><p>When it comes to HP, like several other aspects of the game you have choices</p><ul> <li data-xf-list-type="ul">Just ignore it. It's a game.</li> <li data-xf-list-type="ul">Variation of the above: it's action movie logic. Yes, John McClane is beat up at the end of Die Hard but he should have at least been in a hospital. It's a common trope that wounds that should debilitate people are a minor inconvenience that they get around. Break an arm? Hit people with your cast until that becomes inconvenient and then just remove the cast. Bullet wound? Removing it heals you. Bleeding out? Cauterize it.</li> <li data-xf-list-type="ul">It's magic. People have inherent magical healing and don't even realize it as anything unusual.</li> <li data-xf-list-type="ul">Change the rest rule so rests take longer. People still recover faster than they should, but it's a little more believable.</li> <li data-xf-list-type="ul">Change the narrative. The arrow doesn't stick into your knee, it grazes it. HP represents strains, contusions, luck, and (perhaps most important) plot armor.</li> </ul><p>I do a combination of the above. You can always house rule if you want (or use lingering injuries, etc.), I just haven't seen any that would add to the enjoyment of my games.</p><p></p><p>Of course you can just complain about it endlessly every time the topic comes up, but I don't see the point. It's been a feature of D&D for a while now, it's popular, and it's not going to change any time soon.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8143181, member: 6801845"] I have no idea what you're talking about. D&D is not a reality simulator, it makes compromises all over the place to make the game enjoyable for as many people as practical. You can't please everyone, and I'm not sure I've ever seen you say much of anything positive, but obviously it does work for a lot of people and game designers. If it didn't work for the latter, we wouldn't have seen HP (and okay until 0 with easy recovery) adopted by the majority of FPS games. When it comes to HP, like several other aspects of the game you have choices [LIST] [*]Just ignore it. It's a game. [*]Variation of the above: it's action movie logic. Yes, John McClane is beat up at the end of Die Hard but he should have at least been in a hospital. It's a common trope that wounds that should debilitate people are a minor inconvenience that they get around. Break an arm? Hit people with your cast until that becomes inconvenient and then just remove the cast. Bullet wound? Removing it heals you. Bleeding out? Cauterize it. [*]It's magic. People have inherent magical healing and don't even realize it as anything unusual. [*]Change the rest rule so rests take longer. People still recover faster than they should, but it's a little more believable. [*]Change the narrative. The arrow doesn't stick into your knee, it grazes it. HP represents strains, contusions, luck, and (perhaps most important) plot armor. [/LIST] I do a combination of the above. You can always house rule if you want (or use lingering injuries, etc.), I just haven't seen any that would add to the enjoyment of my games. Of course you can just complain about it endlessly every time the topic comes up, but I don't see the point. It's been a feature of D&D for a while now, it's popular, and it's not going to change any time soon. [/QUOTE]
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