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Too Much Healing Going On?
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<blockquote data-quote="DND_Reborn" data-source="post: 8036345" data-attributes="member: 6987520"><p>Yeah, that is why, even though it is just a slight difference in mechanics and name, I love the SW d20 Vitality and Wounds. Vitality (HP) is your energy level, luck, skill, etc. which wears away from attacks and Wounds = meat (more or less). But, even then, you getting into the idea of "hitting and doing damage" without even necessarily "hitting."</p><p></p><p>Myself and our other DM often narrate hits as real efforts by the PCs to actually avoid being hit, the amount of "damage" representing the amount of "energy, luck, skill, etc." needed to avoid the hit (or lessen it to being "ineffective").</p><p></p><p>In a similar light, sometimes I narrate misses as actual "hits" but they are completely ineffective. The idea being, "Sure, you <em>hit</em> him as in your punch made contact with his body, but he shrugged it off" (i.e. you actually missed, so deal no damage).</p><p></p><p>I would prefer system where a "hit" is a hit and "damage" is damage, but D&D and HP will never get there.</p><p></p><p>In that manner, the idea in the OP about starting encounters at full HP is basically like, "Ok, fellas, back into the fray!" and you charge into the next battle, feeling good and energetic and ready to fight.</p><p></p><p>With all the difference mechanics available, HP, CON, critical hits, exhaustion, conditions, etc. it seems like D&D could come up with a system that allows incredible 1500-foot falls and critical bites by dragons a <em>chance</em> of killing even the mightiest of D&D heroes (I don't care of the odds are 1 in a million, the point is they would be <em>there</em>!). The opposite side of the coin, is a system that can accomplish that, but isn't bogged down by making a dozen checks and such or tracking half-a-dozen numbers for its mechanics.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8036345, member: 6987520"] Yeah, that is why, even though it is just a slight difference in mechanics and name, I love the SW d20 Vitality and Wounds. Vitality (HP) is your energy level, luck, skill, etc. which wears away from attacks and Wounds = meat (more or less). But, even then, you getting into the idea of "hitting and doing damage" without even necessarily "hitting." Myself and our other DM often narrate hits as real efforts by the PCs to actually avoid being hit, the amount of "damage" representing the amount of "energy, luck, skill, etc." needed to avoid the hit (or lessen it to being "ineffective"). In a similar light, sometimes I narrate misses as actual "hits" but they are completely ineffective. The idea being, "Sure, you [I]hit[/I] him as in your punch made contact with his body, but he shrugged it off" (i.e. you actually missed, so deal no damage). I would prefer system where a "hit" is a hit and "damage" is damage, but D&D and HP will never get there. In that manner, the idea in the OP about starting encounters at full HP is basically like, "Ok, fellas, back into the fray!" and you charge into the next battle, feeling good and energetic and ready to fight. With all the difference mechanics available, HP, CON, critical hits, exhaustion, conditions, etc. it seems like D&D could come up with a system that allows incredible 1500-foot falls and critical bites by dragons a [I]chance[/I] of killing even the mightiest of D&D heroes (I don't care of the odds are 1 in a million, the point is they would be [I]there[/I]!). The opposite side of the coin, is a system that can accomplish that, but isn't bogged down by making a dozen checks and such or tracking half-a-dozen numbers for its mechanics. [/QUOTE]
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