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Worlds of Design: Gun vs. Sword
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<blockquote data-quote="Fanaelialae" data-source="post: 7804268" data-attributes="member: 53980"><p>With regard to old school healing rates, I am of the opinion that the issue was with the healing rules. I never liked them, even back in the day, and usually house ruled healing rates to be along the lines of level plus Constitution modifier.</p><p></p><p>Using the old rules, take two characters, one with a maximum Constitution and one with a minimum Constitution. Beat them down to one hit point (or zero) and wait for them to heal naturally. The guy with max Con will take much longer to heal than the guy with min Con, because healing didn't account for Constitution (or level). That's fairly counter intuitive to what one would expect. The healthiest man alive ought to be able to recover from injuries faster than the frailest person in the world.</p><p></p><p>In fairness though, assuming that HP do not represent meat, you could assign any recovery rate to such ephemera and it'd make as much sense as anything else.</p><p></p><p>Personally, I avoid playing with people who seek to blatantly abuse the rules. So that's my solution. If someone tried that kind of thing at my table, I'd discuss it with them as an adult. If that didn't work, I would politely ask them to find a different group. But I recognize that not everyone will consider that a viable solution to the issue. That said, I'm firmly of the belief that if you've got a people problem you need a people-based solution (like talking it out). Rules-based solutions can only address issues that stem from the rules, as opposed to those caused by people behaving in a manner that is opposed to the intent of the game.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7804268, member: 53980"] With regard to old school healing rates, I am of the opinion that the issue was with the healing rules. I never liked them, even back in the day, and usually house ruled healing rates to be along the lines of level plus Constitution modifier. Using the old rules, take two characters, one with a maximum Constitution and one with a minimum Constitution. Beat them down to one hit point (or zero) and wait for them to heal naturally. The guy with max Con will take much longer to heal than the guy with min Con, because healing didn't account for Constitution (or level). That's fairly counter intuitive to what one would expect. The healthiest man alive ought to be able to recover from injuries faster than the frailest person in the world. In fairness though, assuming that HP do not represent meat, you could assign any recovery rate to such ephemera and it'd make as much sense as anything else. Personally, I avoid playing with people who seek to blatantly abuse the rules. So that's my solution. If someone tried that kind of thing at my table, I'd discuss it with them as an adult. If that didn't work, I would politely ask them to find a different group. But I recognize that not everyone will consider that a viable solution to the issue. That said, I'm firmly of the belief that if you've got a people problem you need a people-based solution (like talking it out). Rules-based solutions can only address issues that stem from the rules, as opposed to those caused by people behaving in a manner that is opposed to the intent of the game. [/QUOTE]
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