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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="I'm A Banana" data-source="post: 6146691" data-attributes="member: 2067"><p>Well, since HP sans magic in every edition aside from 4e only return at a very slow rate naturally, it's certainly possible that they represent broken bones, severed limbs, deep puncture wounds, and infections, all abstracted out. And because the heroes are big dang heroes, they fight at full effectiveness through all the scars and scabs and limps because they're big dang heroes and not 4 hp turnip farmers. They've got grit and determination and gumption and whatnot, so we don't need mechanics to model fiddly bits like reduced movement from a sprained ankle, and we don't need a "realistic" convalescence, and we don't really need anything more detailed than "you're down a few HP's" to model the bodily wear and tear from getting bruised and beaten and bashed and cut and broken. </p><p></p><p>In other words, HP can be mostly meat without special rules that say they are. HP can be meat or mostly meat and every single thing about the game functions just peachy, with the exception of a thing that didn't exist in the game until 2008 and doesn't HAVE to exist in any one game. </p><p></p><p></p><p></p><p>Yeah, if you're trying to prove to me that HP can't be meat, you're barking up the wrong tree -- as much as you'd be if you were trying to persuade pemerton that HP can't be luck, I'm thinkin'. It's a preference, nothing more. </p><p></p><p>Which is why a modular rule there is a smart way to cut the Gordian knot. 5e doesn't need to be a game without metafictional HP, but it also doesn't need to be a game that assumes metafictional HP. Add in non-magical spike healing via a no-magic module, and a heroic fast-healing module, and a gritty+ rules module, and everybody's good.</p><p></p><p></p><p></p><p>How is a CON of 20 possibly justified? Or an INT of 18? Or the great big flying dragon that just incinerated the township? Or, hell, inspirational healing? </p><p></p><p>It's all just different points on the willing-suspension-of-disbelief-o-meter. </p><p></p><p>I like gradual HP attrition and PC's getting battle damage as their HP drops lower, and injuries that still hurt the next day, which works well with HP-as-meat, and which HP-as-not-meat doesn't sit with quite as easily (fast healing is not a good survival mindset!). Healing in a few weeks and not suffering penalties until you drop don't bother me in the slightest, because I like tough characters who can endure a good butt-kicking. It doesn't mean my games are badwrongfun, it just means I've got a particular style and tendency at the moment. </p><p></p><p>Now if everyone's done telling me that I can't possibly have fun playing the game how I like to play it....? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6146691, member: 2067"] Well, since HP sans magic in every edition aside from 4e only return at a very slow rate naturally, it's certainly possible that they represent broken bones, severed limbs, deep puncture wounds, and infections, all abstracted out. And because the heroes are big dang heroes, they fight at full effectiveness through all the scars and scabs and limps because they're big dang heroes and not 4 hp turnip farmers. They've got grit and determination and gumption and whatnot, so we don't need mechanics to model fiddly bits like reduced movement from a sprained ankle, and we don't need a "realistic" convalescence, and we don't really need anything more detailed than "you're down a few HP's" to model the bodily wear and tear from getting bruised and beaten and bashed and cut and broken. In other words, HP can be mostly meat without special rules that say they are. HP can be meat or mostly meat and every single thing about the game functions just peachy, with the exception of a thing that didn't exist in the game until 2008 and doesn't HAVE to exist in any one game. Yeah, if you're trying to prove to me that HP can't be meat, you're barking up the wrong tree -- as much as you'd be if you were trying to persuade pemerton that HP can't be luck, I'm thinkin'. It's a preference, nothing more. Which is why a modular rule there is a smart way to cut the Gordian knot. 5e doesn't need to be a game without metafictional HP, but it also doesn't need to be a game that assumes metafictional HP. Add in non-magical spike healing via a no-magic module, and a heroic fast-healing module, and a gritty+ rules module, and everybody's good. How is a CON of 20 possibly justified? Or an INT of 18? Or the great big flying dragon that just incinerated the township? Or, hell, inspirational healing? It's all just different points on the willing-suspension-of-disbelief-o-meter. I like gradual HP attrition and PC's getting battle damage as their HP drops lower, and injuries that still hurt the next day, which works well with HP-as-meat, and which HP-as-not-meat doesn't sit with quite as easily (fast healing is not a good survival mindset!). Healing in a few weeks and not suffering penalties until you drop don't bother me in the slightest, because I like tough characters who can endure a good butt-kicking. It doesn't mean my games are badwrongfun, it just means I've got a particular style and tendency at the moment. Now if everyone's done telling me that I can't possibly have fun playing the game how I like to play it....? ;) [/QUOTE]
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