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General Tabletop Discussion
*Dungeons & Dragons
Wound/Vitality in 5E
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<blockquote data-quote="TheLoneRanger1979" data-source="post: 7163604" data-attributes="member: 6804148"><p>Closing wounds with spells is not that much of the issue i think. It's not closing them. It becomes a bit of a stretch to imagine a character at 50% "health" fighting at 100%. Even worse, a character at 1 HP. However abstract the HP for a combination of luck, skill, stamina or similar and it makes more sense. At least for parties/settings where this distinction matters.</p><p></p><p></p><p></p><p>Something like this has been on my mid for some time now. I even posted a version of it a couple of days ago in the "rethinking the abilities" thread. What i especially love about it, is that it now neatly binds inspirational, magical and spiritual "healing" under one "umbrella". Because your total DP is a mix of morale, luck, skill, stamina and what not, a bard's song, a paladin's battle cry, a god's divine favor or similar, would all work towards the same goal, delay defeat (knocking a character out of combat) a bit further down the line. </p><p></p><p></p><p></p><p>Seams to work pretty well. I am still to figure out what works better, wounds or health, but either should be "granular" in nature, thus still providing ways to soldier on after some real damage has been sustained. I even went a step further and let damage sustained directly effect how much DP/HP can a character have (wounded characters would have less then maximum even if inspired/healed). The only way to remedy this would be to actually heal he physical damage and restore expended hit dice.</p></blockquote><p></p>
[QUOTE="TheLoneRanger1979, post: 7163604, member: 6804148"] Closing wounds with spells is not that much of the issue i think. It's not closing them. It becomes a bit of a stretch to imagine a character at 50% "health" fighting at 100%. Even worse, a character at 1 HP. However abstract the HP for a combination of luck, skill, stamina or similar and it makes more sense. At least for parties/settings where this distinction matters. Something like this has been on my mid for some time now. I even posted a version of it a couple of days ago in the "rethinking the abilities" thread. What i especially love about it, is that it now neatly binds inspirational, magical and spiritual "healing" under one "umbrella". Because your total DP is a mix of morale, luck, skill, stamina and what not, a bard's song, a paladin's battle cry, a god's divine favor or similar, would all work towards the same goal, delay defeat (knocking a character out of combat) a bit further down the line. Seams to work pretty well. I am still to figure out what works better, wounds or health, but either should be "granular" in nature, thus still providing ways to soldier on after some real damage has been sustained. I even went a step further and let damage sustained directly effect how much DP/HP can a character have (wounded characters would have less then maximum even if inspired/healed). The only way to remedy this would be to actually heal he physical damage and restore expended hit dice. [/QUOTE]
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Wound/Vitality in 5E
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