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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
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: 5944120" data-attributes="member: 2067"><p>Only with certain assumptions. For example, if you can only benefit from natural healing if you haven't been healed in the same day (and the rates are roughly similar), healing abilities become like an accelerated short rest: either one or the other, but not both. This cleaves a little closely to 4e's healing surge rules, but I kind of like it, personally. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And then there's the case that not everyone has a problem with that. That "high magic and clerics/wands/potions etc." IS default D&D for a lot of people. If 5e is true to its word that treasure is optional, it still doesn't fall into 3e's "I poke you with my feel good stick until you're better" trap, and a cleric needs to spend all of their spells on healing (which, if they didn't spend their spells on anything DURING combat, they might as well, I suppose). </p><p></p><p></p><p></p><p>I don't follow.</p><p></p><p>Falling can kill you. A pillow mitigates the consequences of falling. A big enough fall will kill you. A big enough pillow will save your life if you fall. </p><p></p><p>Or, a gilder.</p><p></p><p>Or, a pool of water.</p><p></p><p>Or whatever.</p><p></p><p>The things that mitigate the consequences of smacking into the ground too fast do stop you from dying from smacking into the ground too fast. </p><p></p><p></p><p></p><p>This is part of what I sometimes call Schrodinger's Hit Points. Shortly, it's a problem when you decide <em>after the fact</em> that the attack was not potentially fatal. If D&D HP damage can kill you, you have to assume that all HP damage is done with the potential to kill, or you enter a position where you don't know what the HP damage represents until someone tries to heal it, at which point you invent some justification for why that healing works.</p><p></p><p>That gets things entirely backwards from how the rest of the game is played, wherein the DM-player call-and-response is based on each one establishing some information about the game world.</p><p></p><p>If the thing cannot kill you, it shouldn't be doing HP damage, because HP damage, mechanically, can kill you.</p><p></p><p>If the thing can kill you, then effects that restore HP need to undo things that can kill you.</p><p></p><p>In D&D, which relies on a call-and-response core dynamic, it's important to know how to call and respond, and that relies on a shared knowledge of the current state of the game world. There's problems for a LOT of people with an effect that cannot be defined until it is removed. It is like dithering in improv. Not making choices means that others cannot respond to your choice. Keeping things vague means that others cannot act on the information in the world. </p><p></p><p>Some groups have zero problem with this, and are more comfortable with a more gamist scenario where the game effect is justified by whatever fiction works, but that's not something that is necessary for a good D&D game, so the problems it DOES create seem far too vast to require that everyone play the game that way. </p><p></p><p>It is fairly easy to add back in once it's taken out.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5944120, member: 2067"] Only with certain assumptions. For example, if you can only benefit from natural healing if you haven't been healed in the same day (and the rates are roughly similar), healing abilities become like an accelerated short rest: either one or the other, but not both. This cleaves a little closely to 4e's healing surge rules, but I kind of like it, personally. :) And then there's the case that not everyone has a problem with that. That "high magic and clerics/wands/potions etc." IS default D&D for a lot of people. If 5e is true to its word that treasure is optional, it still doesn't fall into 3e's "I poke you with my feel good stick until you're better" trap, and a cleric needs to spend all of their spells on healing (which, if they didn't spend their spells on anything DURING combat, they might as well, I suppose). I don't follow. Falling can kill you. A pillow mitigates the consequences of falling. A big enough fall will kill you. A big enough pillow will save your life if you fall. Or, a gilder. Or, a pool of water. Or whatever. The things that mitigate the consequences of smacking into the ground too fast do stop you from dying from smacking into the ground too fast. This is part of what I sometimes call Schrodinger's Hit Points. Shortly, it's a problem when you decide [I]after the fact[/I] that the attack was not potentially fatal. If D&D HP damage can kill you, you have to assume that all HP damage is done with the potential to kill, or you enter a position where you don't know what the HP damage represents until someone tries to heal it, at which point you invent some justification for why that healing works. That gets things entirely backwards from how the rest of the game is played, wherein the DM-player call-and-response is based on each one establishing some information about the game world. If the thing cannot kill you, it shouldn't be doing HP damage, because HP damage, mechanically, can kill you. If the thing can kill you, then effects that restore HP need to undo things that can kill you. In D&D, which relies on a call-and-response core dynamic, it's important to know how to call and respond, and that relies on a shared knowledge of the current state of the game world. There's problems for a LOT of people with an effect that cannot be defined until it is removed. It is like dithering in improv. Not making choices means that others cannot respond to your choice. Keeping things vague means that others cannot act on the information in the world. Some groups have zero problem with this, and are more comfortable with a more gamist scenario where the game effect is justified by whatever fiction works, but that's not something that is necessary for a good D&D game, so the problems it DOES create seem far too vast to require that everyone play the game that way. It is fairly easy to add back in once it's taken out. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What is a Wound? An attempt to bridge the divide.
Top