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General Tabletop Discussion
*Dungeons & Dragons
Those who come from earlier editions, why are you okay with 5E healing (or are you)?
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<blockquote data-quote="Charlaquin" data-source="post: 7882560" data-attributes="member: 6779196"><p>I have several times now called out mechanics that better represent physical injury than HP loss: failed death saves, exhaustion and other negative conditions, long-term injuries from the DMG, flaws, and effects that prevent you from regaining HP are all better options, take your pick.</p><p></p><p></p><p>You’ve got it backwards. What the game needs is a resource that the players must manage over the course of an adventuring day is taxed by combat and various out of combat hazzards. Since it doesn’t make narrative sense for such a resource to represent physical injury, another narrative explanation is required. An abstract quality that roughly measure’s the character’s ability to keep fighting is suitable for this purpose.</p><p></p><p></p><p>Which is why those things should not cause HP loss. They should cause</p><p> It certainly doesn't reflect a state where you are twelve seconds from bleeding out. failed death saves, exhaustion or other negative conditions, long-term injuries from the DMG, flaws, or effects that prevent the character from regaining HP.</p><p></p><p></p><p>And so a character survives being reduced to 0 HP and falling unconscious, then they must not have been 12 seconds from bleeding out.</p><p></p><p></p><p>It absolutely is. It’s useful for narrating the effects of the hit point mechanic.</p><p></p><p></p><p>This is a false dichotomy. The game can, and does, have mechanics that represent both narratives.</p><p></p><p></p><p>What on earth does any of this have to do with HP and healing?</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7882560, member: 6779196"] I have several times now called out mechanics that better represent physical injury than HP loss: failed death saves, exhaustion and other negative conditions, long-term injuries from the DMG, flaws, and effects that prevent you from regaining HP are all better options, take your pick. You’ve got it backwards. What the game needs is a resource that the players must manage over the course of an adventuring day is taxed by combat and various out of combat hazzards. Since it doesn’t make narrative sense for such a resource to represent physical injury, another narrative explanation is required. An abstract quality that roughly measure’s the character’s ability to keep fighting is suitable for this purpose. Which is why those things should not cause HP loss. They should cause It certainly doesn't reflect a state where you are twelve seconds from bleeding out. failed death saves, exhaustion or other negative conditions, long-term injuries from the DMG, flaws, or effects that prevent the character from regaining HP. And so a character survives being reduced to 0 HP and falling unconscious, then they must not have been 12 seconds from bleeding out. It absolutely is. It’s useful for narrating the effects of the hit point mechanic. This is a false dichotomy. The game can, and does, have mechanics that represent both narratives. What on earth does any of this have to do with HP and healing? [/QUOTE]
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Those who come from earlier editions, why are you okay with 5E healing (or are you)?
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