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<blockquote data-quote="Sadrik" data-source="post: 6141301" data-attributes="member: 14506"><p>The main problem I see is what about monster HP. A group of orcs take an ancient fortress out in the wilderness. They are not in posh comfortable living conditions so now they have 1/2 HP. In fact most monsters have 1/2 HP now, only those that must be repaired or regenerate is some way or living in comfortable civilized conditions get full HP. </p><p></p><p>The overall system needs to be looked at in a holistic way. There are a lot of factors that go into HP, damage, and healing. I'll list some: AC, DR, fast healing, regeneration, hardness, objects, repairing, these all need to be taken into account in addition to the other things brought up on this thread. </p><p></p><p>AC alone represents so much, it is how tough you are. Can the creature puncture my armor? DR, if it punctures my armor do I reduce the damage from the attack? And regeneration and fast healing could be taken into account. What about the heal skill and care from a healer, or simply first aid?</p><p></p><p>The starting place should be no healing. I am on board with whoever said that. Then add various things on top based on DM choice. A spell, a healers care, a particularly nasty area where party is filled with dread. The game effects for these could be very different for each depending on DM choice. </p><p></p><p>The early editions effectively had no healing it was so minescule. Most healing was magical. A high con score gave you regeneration which was cool, but through resting alone healing was minimal. </p><p></p><p>For my personal games, I am rooting for something akin to the wounds/vitality system. So hopefully that will be one of the options to pick from otherwise I will have to make my own system.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6141301, member: 14506"] The main problem I see is what about monster HP. A group of orcs take an ancient fortress out in the wilderness. They are not in posh comfortable living conditions so now they have 1/2 HP. In fact most monsters have 1/2 HP now, only those that must be repaired or regenerate is some way or living in comfortable civilized conditions get full HP. The overall system needs to be looked at in a holistic way. There are a lot of factors that go into HP, damage, and healing. I'll list some: AC, DR, fast healing, regeneration, hardness, objects, repairing, these all need to be taken into account in addition to the other things brought up on this thread. AC alone represents so much, it is how tough you are. Can the creature puncture my armor? DR, if it punctures my armor do I reduce the damage from the attack? And regeneration and fast healing could be taken into account. What about the heal skill and care from a healer, or simply first aid? The starting place should be no healing. I am on board with whoever said that. Then add various things on top based on DM choice. A spell, a healers care, a particularly nasty area where party is filled with dread. The game effects for these could be very different for each depending on DM choice. The early editions effectively had no healing it was so minescule. Most healing was magical. A high con score gave you regeneration which was cool, but through resting alone healing was minimal. For my personal games, I am rooting for something akin to the wounds/vitality system. So hopefully that will be one of the options to pick from otherwise I will have to make my own system. [/QUOTE]
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