Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What is a Wound? An attempt to bridge the divide.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 5943192" data-attributes="member: 2067"><p>The distinction is a little academic at a certain point, but here's what I see:</p><p></p><p>First, there's "natural healing," which we have divided into two different periods: a short rest, which recovers some of your HP, and an extended rest, which recovers it all. The rate at which this occurs is arbitrary, as long as we have a short(er) and a long(er) rest. D&D doesn't have to assume one day or one week, and they can let it be either one. </p><p></p><p>Second, there's "spike healing," which comes from potions, poultices, warlords, clerics, vampires drinking blood, etc. This is a little messier, since if one character can shout another back from the brink of death, it forces #2, regardless of anything else in the game. The only kind of HP that it makes sense to have for "inspirational healing" is #2, and it cannot exist in #1.</p><p></p><p>However, that doesn't, IMO, force magical, clerical, healing. Second winds and the like are easy to explain away, since by definition, those actions can only be performed when you are above 0 hp and conscious enough to use them yourself. "You take a standard action, spit on a rag, and stick it in your sucking chest wound" is mostly fine. Similarly, herbs and poultices and even sheer grit and toughness can explain someone healing themselves with their mettle and ruggedness. It's a bit "mythic" sometimes (a game that wanted to model realistic medieval combat wouldn't want it), but I think it fits with the iconography of D&D nicely. </p><p></p><p>The problem comes when others heal you, especially back from the brink of death. If you're going to leave room for #1, a warlord's high-pitched girly squeals can't heal HP. They can do other things -- negate attacks, for instance, or give you actions to spend, or grant temp HP -- things that are functionally equivalent to healing on most practical levels, but they can't restore HP for you. There's no outside energy being given to you. </p><p></p><p>That kind of healing-by-inspiration needs to come in a module, in order to leave the first view viable. </p><p></p><p>There's a lot of folks who want that sort of healing, so it needs to be something you can put in. But if you put it in by default, it hurts those who can't stand the thing, ruling them out of the game. </p><p></p><p>That means we need to start with #1 (because we need some way to describe and define all the effects in the game that can heal you), and allow #2 as a switch you can flip, for a more cinematic, more dramatic, possibly less magical kind of game.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5943192, member: 2067"] The distinction is a little academic at a certain point, but here's what I see: First, there's "natural healing," which we have divided into two different periods: a short rest, which recovers some of your HP, and an extended rest, which recovers it all. The rate at which this occurs is arbitrary, as long as we have a short(er) and a long(er) rest. D&D doesn't have to assume one day or one week, and they can let it be either one. Second, there's "spike healing," which comes from potions, poultices, warlords, clerics, vampires drinking blood, etc. This is a little messier, since if one character can shout another back from the brink of death, it forces #2, regardless of anything else in the game. The only kind of HP that it makes sense to have for "inspirational healing" is #2, and it cannot exist in #1. However, that doesn't, IMO, force magical, clerical, healing. Second winds and the like are easy to explain away, since by definition, those actions can only be performed when you are above 0 hp and conscious enough to use them yourself. "You take a standard action, spit on a rag, and stick it in your sucking chest wound" is mostly fine. Similarly, herbs and poultices and even sheer grit and toughness can explain someone healing themselves with their mettle and ruggedness. It's a bit "mythic" sometimes (a game that wanted to model realistic medieval combat wouldn't want it), but I think it fits with the iconography of D&D nicely. The problem comes when others heal you, especially back from the brink of death. If you're going to leave room for #1, a warlord's high-pitched girly squeals can't heal HP. They can do other things -- negate attacks, for instance, or give you actions to spend, or grant temp HP -- things that are functionally equivalent to healing on most practical levels, but they can't restore HP for you. There's no outside energy being given to you. That kind of healing-by-inspiration needs to come in a module, in order to leave the first view viable. There's a lot of folks who want that sort of healing, so it needs to be something you can put in. But if you put it in by default, it hurts those who can't stand the thing, ruling them out of the game. That means we need to start with #1 (because we need some way to describe and define all the effects in the game that can heal you), and allow #2 as a switch you can flip, for a more cinematic, more dramatic, possibly less magical kind of game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What is a Wound? An attempt to bridge the divide.
Top