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<blockquote data-quote="GX.Sigma" data-source="post: 6140758" data-attributes="member: 6690511"><p>So if the adventure assumes a certain amount of pacing and difficulty, changing the HP recovery rules will change the pacing and difficulty. Wouldn't that happen no matter what the baseline is? </p><p></p><p>First of all, it greatly appeals to me because of how well it fits with classic D&D sensibilities, and I think that's reason enough to consider it the baseline. You may not agree, so here are some more concrete points:</p><p></p><p>I like this definition of hit points as the default for character options, since it's the narrowest definition that everyone can agree on. Everything debatable (warlord healing, etc.) falls outside this definition, and will need a little "this only works if you have a looser interpretation of hit points" disclaimer. That seems like a good way to handle it, rather than saying, "HP is a vague resource that you can restore in various ways, unless your DM is a dick and says you can't."</p><p></p><p>I like this definition of resting as the default for the system and adventure design, since it encourages designers to give players interesting and fun things to do during downtime. If you like slower recovery with lots of downtime, it's important to have this support. (If you like faster recovery, you can use this stuff if you want to too.) It also helps ease believability issues, like the "1 to 20 in 3 weeks" thing.</p><p></p><p>I think learning how to play is complicated enough without asking the group to choose some numbers that indirectly affect gameplay before they've even played enough to know what they want.</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 6140758, member: 6690511"] So if the adventure assumes a certain amount of pacing and difficulty, changing the HP recovery rules will change the pacing and difficulty. Wouldn't that happen no matter what the baseline is? First of all, it greatly appeals to me because of how well it fits with classic D&D sensibilities, and I think that's reason enough to consider it the baseline. You may not agree, so here are some more concrete points: I like this definition of hit points as the default for character options, since it's the narrowest definition that everyone can agree on. Everything debatable (warlord healing, etc.) falls outside this definition, and will need a little "this only works if you have a looser interpretation of hit points" disclaimer. That seems like a good way to handle it, rather than saying, "HP is a vague resource that you can restore in various ways, unless your DM is a dick and says you can't." I like this definition of resting as the default for the system and adventure design, since it encourages designers to give players interesting and fun things to do during downtime. If you like slower recovery with lots of downtime, it's important to have this support. (If you like faster recovery, you can use this stuff if you want to too.) It also helps ease believability issues, like the "1 to 20 in 3 weeks" thing. I think learning how to play is complicated enough without asking the group to choose some numbers that indirectly affect gameplay before they've even played enough to know what they want. [/QUOTE]
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