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Warden L6 Utility "Bears Endurance"
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<blockquote data-quote="KarinsDad" data-source="post: 5731500" data-attributes="member: 2011"><p>Fluff text for a power not withstanding, as we've been told many many times here on the forums, hit points are not damage. PCs are not actually damaged until they die. Hit points are luck, vitality, etc., etc. but they aren't really damage in 4E (regardless of terminology like healing, damage, getting hit, in the rules).</p><p></p><p>So, it's not unreasonable that the PC regains his luck and never even gets hit. And of course, the example I gave is an extreme corner case. The foe has to have a bonus to hit for the PC being bloodied, the foe has to roll the exact number needed to hit, and the Bear's Endurance has to take the PC from bloodied to not bloodied. In the large scheme of things, that example isn't really going to be happening in anyone's game enough for it to matter.</p><p></p><p>But, the reason I interpret it this way is because it's the only way to do so consistently. Every action or event is treated the same way. One does not resolve Combat Challenge before the foe shifts and resolve Bear's Endurance after the PC drops to zero. One treats the entire action as a series of little mini-steps, any one of which can be interrupted and affect earlier steps in the sequence. The interrupt itself changes the state of the situation, sometimes more than what the designers originally intended. But consistent RAW instead of inconsistent RAI.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5731500, member: 2011"] Fluff text for a power not withstanding, as we've been told many many times here on the forums, hit points are not damage. PCs are not actually damaged until they die. Hit points are luck, vitality, etc., etc. but they aren't really damage in 4E (regardless of terminology like healing, damage, getting hit, in the rules). So, it's not unreasonable that the PC regains his luck and never even gets hit. And of course, the example I gave is an extreme corner case. The foe has to have a bonus to hit for the PC being bloodied, the foe has to roll the exact number needed to hit, and the Bear's Endurance has to take the PC from bloodied to not bloodied. In the large scheme of things, that example isn't really going to be happening in anyone's game enough for it to matter. But, the reason I interpret it this way is because it's the only way to do so consistently. Every action or event is treated the same way. One does not resolve Combat Challenge before the foe shifts and resolve Bear's Endurance after the PC drops to zero. One treats the entire action as a series of little mini-steps, any one of which can be interrupted and affect earlier steps in the sequence. The interrupt itself changes the state of the situation, sometimes more than what the designers originally intended. But consistent RAW instead of inconsistent RAI. [/QUOTE]
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Warden L6 Utility "Bears Endurance"
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