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General Tabletop Discussion
*Dungeons & Dragons
Tiers of Damage − Rates of Healing
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<blockquote data-quote="Yaarel" data-source="post: 6896066" data-attributes="member: 58172"><p>The following tentative hit point set up was emerging in discussions in an other thread. (The Enworld crash had to revert to a backup from several months ago, and recent activity was lost.)</p><p></p><p></p><p></p><p>Split hit points 50%-50% into two separate pools.</p><p></p><p>• Vigor hit points (nonphysical: energy, alertness, skill, luck, dodging, deflecting, keeps guard up)</p><p>• Blood hit points (physical: skin, blood - drops guard down, bloodied, fatigued, sloppy, woozy, getting beat up)</p><p></p><p>One cannot deal bloodying damage until wearing thru the vigor hit points. Similarly, one cannot heal blood hit points, until vigor hit points are maximum.</p><p></p><p>When all hit points − first vigor and then blood − reach 0, then the hero enters the Dying condition, and starts making saves versus death.</p><p></p><p>• Dying (internal damage: muscle, bones, vital organs, main arteries, brain, gut, etcetera)</p><p></p><p></p><p></p><p><strong>Rest and Healing</strong></p><p></p><p>The following schedule for rest and healing, seems to roughly approximate reallife rates of healing: </p><p></p><p>• At the end of an 8-hour long rest, you can spend the hit dice that you have remaining from the previous day to heal 1 hit point of blood per hit dice. Afterward, you regain your total hit dice.</p><p></p><p>• At the end of a 15-minute short rest, you can spend one or more of your hit dice to heal your hit points of vigor.</p><p></p><p></p><p></p><p>Note. hit points dont refresh at the end of the long rest. But you get all of your hit dice, that you can use during short rests for vigor during the day. At the next long rest, you can spend hit dice to slowly heal physically. So, days of rest where you dont waste your hit dice to be vigorous, allows your physical body to heal more rapidly.</p><p></p><p>Even if you only have 1 physical hit point (of blood), you can still use short rests to recover all of your nonphysical hit points (vigor) to remain viable in combat during the adventure.</p><p></p><p>Note. Short rests can only heal the nonphysical hit points of vigor. You cannot use short rests to the heal physical hit points of blood. Only long rests can heal physical hit points of blood, at a rate of 1 hp (!) per (entire) hit die. So, physical healing is slower than regaining nonphysical healing.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 6896066, member: 58172"] The following tentative hit point set up was emerging in discussions in an other thread. (The Enworld crash had to revert to a backup from several months ago, and recent activity was lost.) Split hit points 50%-50% into two separate pools. • Vigor hit points (nonphysical: energy, alertness, skill, luck, dodging, deflecting, keeps guard up) • Blood hit points (physical: skin, blood - drops guard down, bloodied, fatigued, sloppy, woozy, getting beat up) One cannot deal bloodying damage until wearing thru the vigor hit points. Similarly, one cannot heal blood hit points, until vigor hit points are maximum. When all hit points − first vigor and then blood − reach 0, then the hero enters the Dying condition, and starts making saves versus death. • Dying (internal damage: muscle, bones, vital organs, main arteries, brain, gut, etcetera) [B]Rest and Healing[/B] The following schedule for rest and healing, seems to roughly approximate reallife rates of healing: • At the end of an 8-hour long rest, you can spend the hit dice that you have remaining from the previous day to heal 1 hit point of blood per hit dice. Afterward, you regain your total hit dice. • At the end of a 15-minute short rest, you can spend one or more of your hit dice to heal your hit points of vigor. Note. hit points dont refresh at the end of the long rest. But you get all of your hit dice, that you can use during short rests for vigor during the day. At the next long rest, you can spend hit dice to slowly heal physically. So, days of rest where you dont waste your hit dice to be vigorous, allows your physical body to heal more rapidly. Even if you only have 1 physical hit point (of blood), you can still use short rests to recover all of your nonphysical hit points (vigor) to remain viable in combat during the adventure. Note. Short rests can only heal the nonphysical hit points of vigor. You cannot use short rests to the heal physical hit points of blood. Only long rests can heal physical hit points of blood, at a rate of 1 hp (!) per (entire) hit die. So, physical healing is slower than regaining nonphysical healing. [/QUOTE]
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Tiers of Damage − Rates of Healing
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