He gets absolute power to set up the situation for PCs, but once the PCs come into he has to work with them.
But my cleric isn't a doctor; he has the magical power to stop people from dying, no die roll needed. But because the plot demands it, suddenly my PC's powers stop working.
I like this pair of statements. The GM frames the situations; the players, primarily via their PCs, resolve them. If the dying NPC is going to work, it has to be an element of scene-framing, not scene-resolution.
Ideally, a GM is using story telling elements to smooth out what happens into a cool story. That shouldn't be intrusive or obstructive.
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And ultimately, the when it comes to the guy lying next to the tree, the GM could have just made the bastard dead. Is it so wrong that instead he made him wait to die until you showed up?
This seems right, but doesn't on its own answer the question - does D&D have rules that permit the GM to frame this sort of scene?
AFAIK this particular option is impossible in D&D (without house rules); either he's dead or he's saved - provided there's a healer with spells/powers left - there's no in between. Whereas I find value in that in between.
If you want a different game, change the rules of the game.
That's not the game supporting it -- it is an example of a group adopting it despite the rules.
Here's one school of thought - that D&D
doesn't have such rules, and that any injury is healable via a cure spell.
I'd point out that, if you are going to allow NPC children to break their arms falling out of trees, you are perfectly fine with allowing any other type of injury you desire.....some of which might not be healed by a cure light wounds.
Here's another school of thought - that D&D's combat injury and healing rules aren't a total model of the gameworld.
I subscribe to this latter school, at least as far as 4e is concerned (I don't have a view about earlier editions, as far as this particular point is concerned). I've certainly framed scenes where NPCs had injuries that Healing Word couldn't heal - ie the wounds weren't (or weren't merely) hit point loss - and the players didn't quibble. I think that they recognised (at least implicitly) that hit point loss and restoration is part of the conflict resolution mechanics for combat, and also part of the strategic element of gameplay for the players, but
not a total model of the gameworld. I mentioned that Remove Affliction would do the job for these NPCs - that being the catch-all healing ritual in 4e.
A further feature of 4e that pushes this way is that it has 1 hp minions, and indeed NPCs who have no hit point status at all. Clearly a 1 hp minion can, as RC points out, fall out of a tree and break her/his arm. This makes it clear, right in the mechanics of the game, that hit points aren't the be-all and end-all of injury and healing in 4e.
But they
are a good chunk of injury and healing within the confines of the conflict resolution rules - so once a combat starts, and the players are (for instance) trying to protect and save an NPC, then I think a GM would do better to assign the NPC some defences and hit points (I tend to default to minion status unless there's a good reason not to), so that the players can then bring their PC's abilities to bear on the situation.
Why not simply use Con damage, and say that the character is losing X Con over Y time? In that case, a restoration should help, but most healing will not.
This would work in 3E. 4e doesn't have this option, so it becomes a bit more handwavey as I described above.
In Rolemaster it is very easy to do this sort of thing, because every sort of injury has its own healing spell associated. The flipside is that once the PCs have access to a good range of healing spells, there is no way of framing the un-healable dying NPC.
The same thing would be true in 4e if, for example, the PCs had some sort of cure-all potion, or an ability that negates the dying condition (these tend to appear as utility powers around 16th level).
The problem is, once you've done it once, it calls into question every ruling from then on.
That's why I think it's crucial to do this as part of scene framing, and not by arbitrarily suspending the action resolution mechanics. That is, the GM has to already set the situation up so healing is not possible.
For me, if the NPC is dying and healing didn't work, I want the players to know why this was the case, at least in a general sense. And one way to do this is to be upfront that, while hit points are used to model damage, it is possible to have injuries that hit points don't model. It can then be clear to the PCs before healing is attempted that it (probably) won't work.
Fully agreed with this, which is how I've run this sort of thing in my game.
This attitude I don't understand.
Why shouldn't the players just tell the DM to "get over himself". It is a game.
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Let's not speak ambigiously and say, "This works if it is desired by the plot." as if the plot was some animate object in possession of its own will in the matter. What we are really saying is, "This works if it is desired by me." So I don't think its the player who needs to be getting over themselves.
I like the idea of dramatic last words, it happens all the time in adventure fiction.
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it can be a problem if the player feels you are making his PC look useless. This relates to how important being the healer is to the player's character concept. It's harder to know this kind of thing in D&D, without asking the player, but if, in a points based game, a player had spent all of his points on healing powers, he'd be communicating that he very strongly wants to be the healer guy. It's his schtick.
So if I had a PC that was the 'healer guy' and nothing else, I would avoid including such a scene, even if I was running a genre game.
I agree with both these posts, and I think they speak to a slightly different issue from the rules question. A GM who is going to use any sort of self-conscious scene framing has to be confident that s/he is setting up scenes that will grab the players, so that the players engage the fiction and drive the game forward.
This is why the unhealable injury, in my view, has to be set up prior to the action resolution mechanics coming into play. Once the players are actually resolving the scene, they should be able to rely on the action resolution mechanics, and in my view the GM has no authority to suspend those mechanics.
But as Doug points out, even setting up the unhealable injury as part of scene framing rather than scene resolution is a good way to kill the game, rather than propel it forward, for many players of a healer (not all, of course - you need to know your players).
If the situation were stood on its head and it were a PC wanting to make a dying statement, it is probably likely that the vast majority of DM's out there would disallow it: "Your PC is below 0 hit points, you're unconscious, OF COURSE you can't make a deathbed speech." .
Is this true? I can't remember if it's ever come up, but I'd be pretty happy to allow a dying speech by a PC.