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General Tabletop Discussion
*Pathfinder & Starfinder
What is a Wound? An attempt to bridge the divide.
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<blockquote data-quote="I'm A Banana" data-source="post: 5942177" data-attributes="member: 2067"><p>Another poster once said something that really resonated with me:</p><p></p><p><strong>Anything that can cause Hit Point Damage can kill you.</strong></p><p></p><p>Therefore, anything that you can die of should cause HP damage. </p><p></p><p>And anything that you cannot die of shouldn't be using HP to represent it. </p><p></p><p>If this means we need to update the definition of HP so that it means explicitly that thing -- a force that could potentially kill you -- I'm down with that. </p><p></p><p>What seems clear to me is that we DO need a way to differentiate the two, since conflating them is just annoying everyone.</p><p></p><p>What is less clear is: which one should damage from a sword come from? And which one can be restored with a night's rest? Because if a sword wound can be completely recovered from with a night's rest, it's not really potentially deadly.</p><p></p><p></p><p></p><p>Changing the timescale in either direction, IMO, is <a href="http://daedaluswing.wikidot.com/time-shifting-rests" target="_blank">pretty simple</a>. And I find the weeklong scale REALLY useful for things like training, dynamic changes over time, things like weather, and even simple verisimilitude: the only time when people are up and at 'em again 8 hours after being nearly killed is when there's magic involved. </p><p></p><p>What the healing debate is partially getting at is an issue of pacing: how much time should be spent to get all of your resources back? IMO, this should be a longer timescale, because it reinforces the idea that each encounter is a small part of a whole.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5942177, member: 2067"] Another poster once said something that really resonated with me: [B]Anything that can cause Hit Point Damage can kill you.[/B] Therefore, anything that you can die of should cause HP damage. And anything that you cannot die of shouldn't be using HP to represent it. If this means we need to update the definition of HP so that it means explicitly that thing -- a force that could potentially kill you -- I'm down with that. What seems clear to me is that we DO need a way to differentiate the two, since conflating them is just annoying everyone. What is less clear is: which one should damage from a sword come from? And which one can be restored with a night's rest? Because if a sword wound can be completely recovered from with a night's rest, it's not really potentially deadly. Changing the timescale in either direction, IMO, is [URL="http://daedaluswing.wikidot.com/time-shifting-rests"]pretty simple[/URL]. And I find the weeklong scale REALLY useful for things like training, dynamic changes over time, things like weather, and even simple verisimilitude: the only time when people are up and at 'em again 8 hours after being nearly killed is when there's magic involved. What the healing debate is partially getting at is an issue of pacing: how much time should be spent to get all of your resources back? IMO, this should be a longer timescale, because it reinforces the idea that each encounter is a small part of a whole. [/QUOTE]
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