Necross
Swashbuckler
- Joined
- 25 Aug 2005
- Messages
- 1,869
Mike Mearls pratar om Hit points för D&D Next i veckans kolumn :
- Hit points represent an element of physical wear that involves a combination of fatigue and physical injury. As you take more damage, you have more evident wounds.
- To regain hit points, you need to do things that would logically heal those wounds, such as receive a healing spell, drink a potion, or rest for a long while. Right now, we're thinking that a rest in a dungeon or the outdoors can return you to half your maximum hit points. You need to take refuge in a comfortable place, like a tavern or other point of civilization, to rest for a few days and return to your maximum hit points.
- We also like the idea of taking refuge because it makes interaction more prominent by encouraging DMs and players to think about what happens between visits to the dungeon. While resting in town, do you start a business, mingle with nobles, or apprentice yourself to a weaponsmith? That sort of narrative padding can make interaction and relationships in the campaign a more prominent part of the game. By placing interesting things to do in town within the core system, we can create a game that embraces the entirety of an adventurer's life. Urban adventuring can still feature stuff like delving into sewers or battling a wererat infestation, but it can also become the signature form of an interaction-heavy adventure.
Jag inser problemet med att vara alla till lags här.
Jag gillar idén i punkt två ovan. Spontant iaf, utan att ha testat den. Känns ganska gritty, kanske lite väl tuff t o m.
Jag tycker Healing Surges i 4E var jäkligt ocharmigt, samtidigt som jag skulle gilla en snajdig lösning för att slippa ha en präst med sig som "heal-bot".
Vad tycker ni?
- Hit points represent an element of physical wear that involves a combination of fatigue and physical injury. As you take more damage, you have more evident wounds.
- To regain hit points, you need to do things that would logically heal those wounds, such as receive a healing spell, drink a potion, or rest for a long while. Right now, we're thinking that a rest in a dungeon or the outdoors can return you to half your maximum hit points. You need to take refuge in a comfortable place, like a tavern or other point of civilization, to rest for a few days and return to your maximum hit points.
- We also like the idea of taking refuge because it makes interaction more prominent by encouraging DMs and players to think about what happens between visits to the dungeon. While resting in town, do you start a business, mingle with nobles, or apprentice yourself to a weaponsmith? That sort of narrative padding can make interaction and relationships in the campaign a more prominent part of the game. By placing interesting things to do in town within the core system, we can create a game that embraces the entirety of an adventurer's life. Urban adventuring can still feature stuff like delving into sewers or battling a wererat infestation, but it can also become the signature form of an interaction-heavy adventure.
Jag inser problemet med att vara alla till lags här.
Jag gillar idén i punkt två ovan. Spontant iaf, utan att ha testat den. Känns ganska gritty, kanske lite väl tuff t o m.
Jag tycker Healing Surges i 4E var jäkligt ocharmigt, samtidigt som jag skulle gilla en snajdig lösning för att slippa ha en präst med sig som "heal-bot".
Vad tycker ni?