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What needs to be fixed in 5E?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5708239" data-attributes="member: 82106"><p>[MENTION=54710]KidSnide[/MENTION] I don't know that I think there's anything wrong with different implements allowing different effects. I'm just thinking of it as a way to avoid needing to spell out for every power what school gets to use it, etc. For one thing if the spells are 'arcane' (at least many of them) they won't have a school designator. I think schools are cool, but implements are also a pretty useful way to distinguish casters, and are cross-class too. I think either idea could be worked with, and they aren't mutually exclusive either.</p><p></p><p>[MENTION=2011]KarinsDad[/MENTION] We will just never agree. Your experience with hit points is just obviously very different from what I've experienced. Obviously, as Gygax said, a character with even 20 hit points clearly isn't able to absorb multiples of the physical damage of a level 1 PC with single-digit hit points. He can stand and take 3 longbow arrows point-blank and not even be inconvenienced. That isn't physical damage, at least not in any world that faintly resembles ours.</p><p></p><p>And when you 'heal' yourself by expending HS after a fight, you certainly aren't just mysteriously healing wounds. You're just as much down as you were before, you've just had a chance to shore up your ability to take some more damage without going down instantly. Your reserves are still depleted just as much as before. Only surgeless healing is giving you something back in any real sense.</p><p></p><p>In terms of needing two systems of healing in 5e? No! What a nightmare. You'll never game balance that, you'll just make a mess. I mean I don't begrudge anyone their favorite way of having things work, but with my game designer hat on I just don't believe there is any way you can make it work with such divergent core mechanics. Healing is deeply embedded both outright mechanically and in terms of basic assumptions about how the game works that I don't think you can cleanly fit things together both ways. You'd have to provide a large number of other alternate rules and it would get messy fast. One or the other system would simply end up orphaned very quickly.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5708239, member: 82106"] [MENTION=54710]KidSnide[/MENTION] I don't know that I think there's anything wrong with different implements allowing different effects. I'm just thinking of it as a way to avoid needing to spell out for every power what school gets to use it, etc. For one thing if the spells are 'arcane' (at least many of them) they won't have a school designator. I think schools are cool, but implements are also a pretty useful way to distinguish casters, and are cross-class too. I think either idea could be worked with, and they aren't mutually exclusive either. [MENTION=2011]KarinsDad[/MENTION] We will just never agree. Your experience with hit points is just obviously very different from what I've experienced. Obviously, as Gygax said, a character with even 20 hit points clearly isn't able to absorb multiples of the physical damage of a level 1 PC with single-digit hit points. He can stand and take 3 longbow arrows point-blank and not even be inconvenienced. That isn't physical damage, at least not in any world that faintly resembles ours. And when you 'heal' yourself by expending HS after a fight, you certainly aren't just mysteriously healing wounds. You're just as much down as you were before, you've just had a chance to shore up your ability to take some more damage without going down instantly. Your reserves are still depleted just as much as before. Only surgeless healing is giving you something back in any real sense. In terms of needing two systems of healing in 5e? No! What a nightmare. You'll never game balance that, you'll just make a mess. I mean I don't begrudge anyone their favorite way of having things work, but with my game designer hat on I just don't believe there is any way you can make it work with such divergent core mechanics. Healing is deeply embedded both outright mechanically and in terms of basic assumptions about how the game works that I don't think you can cleanly fit things together both ways. You'd have to provide a large number of other alternate rules and it would get messy fast. One or the other system would simply end up orphaned very quickly. [/QUOTE]
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