Matthew wrote:
If Cure Light Wounds healed a percentage number of Hit Points . . .
Careful. That way lies madness.
Matthew wrote:
Sorry, let me be clearer. Directly relating Hit Points to Physical Damage (especially in a proportional manner) complicates things for me. The reason is that it introduces a concept that I don't need and occasionally find difficult to explain. I find it less complicated for Hit Points to represent whatever seems appropriate at the time. Obviously, in this context, the complications are subjective, since (from what I understand) you find it more complicated to treat Hit Points in this nebulous manner, and find them easier to rationalise or explain as a direct and proportional representation of physical damage.
I presume, of course, that you wouldn't pay any attention to Hit Points during an execution [i.e. you wouldn't roll damage from an executioner's axe and deduct hit points from the character being executed].
Jackal wrote:
As for the cure light wounds debate, that's why increased hit points also represents the ability to take more damage (as well as a greater ability to mitigate hit point loss). When a 5th level fighter falls he has, indeed, taken more damage (and mitigated more) than his 1st level brother. In that light, more spells to cure make sense.
Jackal wrote:
And things like energy drain just have a physical component as far as I'm concerned. In fact, I can't imagine something that drains the life energy out of you not causing some kind of physical damage.
Jackal wrote:
But, as I said before (and many others have also mentioned) it doesn't much matter what a hit point represents...other than that's when you fall. Everything else is a matter of style and not all that important outside a given game.
Matthew wrote:
I presume, of course, that you wouldn't pay any attention to Hit Points during an execution [i.e. you wouldn't roll damage from an executioner's axe and deduct hit points from the character being executed].
SaintNiddle wrote:
Just to play devil's advocate..lol.....
There have been many documented times where an executioner took several swings before finally succeeding in his task.
Matthew wrote:
If you are defining a 5th Level Fighter as someone who can literally survive wounds a 1st Level Fighter cannot, then it makes sense in that context. I find that idea very disagreeable, but to each his own.
Matthew wrote:
Well, if cure light wounds could cure hit points lost from an energy drain, I might agree.
Matthew wrote:
Interesting to talk about, though.
Fiffergrund wrote:
I suppose with my approach at least it's curing "wounds" and not "bad luck" or "muscle soreness."
SaintNiddle wrote:
Just to play devil's advocate..lol.....
There have been many documented times where an executioner took several swings before finally succeeding in his task.
Jackal wrote:
Sorry, I should have been more clear on this one. I have no problem with extreme damage of a supernatural origin actually draining the life energy from you, causing you to be less than you were. So going along with the above, you can now take less damage as you've lost something of yourself (experience, knowledge, etc). So, in essence, you've lost part of your physical self right along with your experience points (the ability to take a harder hit and the experience needed to mitigate more damage). As something that causes a "wound" of this type would be powerful magic indeed, you simply need more powerful magic than simple cure spells to heal it. After all, there is a healing spell that can restore these lost hit points. However you slice it, level drain is always going to throw sand into the gears of your mind when trying to rationalize it anyway.
maasenstodt wrote:
Were this situation to come up in one of my games, it would call for a saving throw/attribute check. A classic "save or die" situation.
maasenstodt wrote:
To the broader topic, after using years of using an approach to HP similar to Fiff's, I've come to appreciate the more abstract view that older editions of the game seemed to emphasize. In fact, I'm currently working on a refined implementation of Robert Fisher's injury table to use in my next C&C game. Good stuff!
Name Level wrote:
As for Cure spells, we can just assume that the PC has built an immunity or something like that.
Matthew wrote:
Anyway, one way to combat the hit point recovery issue that Mike refers to is to do as D20/3e does and allow for X/level recovery of hit points. Still doesn't solve the magical healing discrepancy, but should solve the natural healing issues.
Philotomy Jurament wrote:
I guess you could apply the same concept to healing spells. That is, a CLW might heal Xd8 hit points, where X is the level of the PC being healed. That kinda makes the higher level healing spells less useful, though. Maybe 1d8+X would work better.