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What is a Wound? An attempt to bridge the divide.
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<blockquote data-quote="erleni" data-source="post: 5942833" data-attributes="member: 69422"><p>I think that tyou're getting close to what the point is. </p><p>We all agree (I hope) that the number of hit points you have at any time, as long as they are positive, does not impact any of your abilities, and this is true in all editions.</p><p>This means that there is a clear difference between the sword thrust that brings you from 20 to 15 HP and the one that brings you from 3 to -2 HP.</p><p>The first one can be refluffed in any way. It doesn't even have to hit you narratively (you can refluff it by saying that to avoid being skewered you dodged so fast that you twisted your knee and now you'll find more difficult to dodge more). The second one cannot be refluffled too much: first of all you're unconscious and you may die of bleeding damage. This second part is crucial. If you were only unconscious then you could refluff easily this attack (the goblin hit you on the head and you went KO but got no "real damage", as a boxer who goes down but can then stand up again and maybe still win the match). Anyway an hardcore 4e player (and I am one) could even argument that as long as you did not die you can always refluff damage as temporary incapacitation (4e characters are like John McLane).</p><p> </p><p>I think WOTC should simply offer two standard possibilities:</p><p> </p><p>1) Wounding and healing are "simulationist":</p><p>- Hits are always hits</p><p>- Damage until 1 HP is cut and bruises</p><p>- Healing is slower (long rests no more heal you completely)</p><p>- The blow that brings you below 0 HP is a real bloody wound</p><p>- Only magical healing or very long rests can bring you from negative to positive HP</p><p> </p><p>2) Wounding and healing are "cinematic":</p><p>- Hits are whatever you refluff them into</p><p>- Damage can be refluffed</p><p>- Healing is faster</p><p>- The blow that brings you below 0 HP only incapacitates you (unless you die of bleeding damage)</p><p>- Non magical healing can bring you back to positive HP</p><p> </p><p>The only thing these two systems agree upon is what happens when you get to minus your Con score plus your level. As always, death is the same for everybody.</p><p> </p><p>To me these two options are so important that they should both be in the core game. You simply select one and be aware of the consequences. Trying to find a middle ground will anger too many people. In this way we could get rid of the problem, consolidate the fan base upon 5e and move on to other discussion.</p><p>For official play like RPGA or Encounters the "house" hosting the game should simply declare in advance what set-up is used, so that players could decide whether that suits them or not. Or you could run some table with one option and some others with the other one.</p></blockquote><p></p>
[QUOTE="erleni, post: 5942833, member: 69422"] I think that tyou're getting close to what the point is. We all agree (I hope) that the number of hit points you have at any time, as long as they are positive, does not impact any of your abilities, and this is true in all editions. This means that there is a clear difference between the sword thrust that brings you from 20 to 15 HP and the one that brings you from 3 to -2 HP. The first one can be refluffed in any way. It doesn't even have to hit you narratively (you can refluff it by saying that to avoid being skewered you dodged so fast that you twisted your knee and now you'll find more difficult to dodge more). The second one cannot be refluffled too much: first of all you're unconscious and you may die of bleeding damage. This second part is crucial. If you were only unconscious then you could refluff easily this attack (the goblin hit you on the head and you went KO but got no "real damage", as a boxer who goes down but can then stand up again and maybe still win the match). Anyway an hardcore 4e player (and I am one) could even argument that as long as you did not die you can always refluff damage as temporary incapacitation (4e characters are like John McLane). I think WOTC should simply offer two standard possibilities: 1) Wounding and healing are "simulationist": - Hits are always hits - Damage until 1 HP is cut and bruises - Healing is slower (long rests no more heal you completely) - The blow that brings you below 0 HP is a real bloody wound - Only magical healing or very long rests can bring you from negative to positive HP 2) Wounding and healing are "cinematic": - Hits are whatever you refluff them into - Damage can be refluffed - Healing is faster - The blow that brings you below 0 HP only incapacitates you (unless you die of bleeding damage) - Non magical healing can bring you back to positive HP The only thing these two systems agree upon is what happens when you get to minus your Con score plus your level. As always, death is the same for everybody. To me these two options are so important that they should both be in the core game. You simply select one and be aware of the consequences. Trying to find a middle ground will anger too many people. In this way we could get rid of the problem, consolidate the fan base upon 5e and move on to other discussion. For official play like RPGA or Encounters the "house" hosting the game should simply declare in advance what set-up is used, so that players could decide whether that suits them or not. Or you could run some table with one option and some others with the other one. [/QUOTE]
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