Indeed, a good way to die is to be a defender who has used his second wind already, out in the middle of nowhere amongst many bad guys, and no leader around to help.
The leader in question reached him before he died though.
Indeed, a good way to die is to be a defender who has used his second wind already, out in the middle of nowhere amongst many bad guys, and no leader around to help.
The leader in question reached him before he died though.
One utter failing of most systems (not limited to specific D&D editions): No rule support for the "words of a dying man". Either you're unconscious and dying, or you're conscious and not dying.![]()
One utter failing of most systems (not limited to specific D&D editions): No rule support for the "words of a dying man". Either you're unconscious and dying, or you're conscious and not dying.![]()
I hope it wasn't a class ability used too often?The bard "Knight" kit (don't recall exact name) from the 2E Complete Bard's Handbook had that support. If fighting for something your code supported, you fought even when reduced to negatives, then died after uttering final words.
Boromir died at the end of that scene. He didn't just surge heal back to full in 5 minutes after Aragon got to him. In game mechanics, he ran out of hitpoints. In 4E mechanics, if he had had a healing surge left, he'd have survived. And suddenly, the arrows would not have been actual hits.
(You can ask how he deals with those arrows that are still in him if you want.)
Not to sound snarky, but that depends on what your definition of weakened is.A fighter in 3E at 5 hitpoints is weakened.
Not to sound snarky, but that depends on what your definition of weakened is.
I should start by saying healing surges don't bother me because the real "disconnect" is caused by the ablative hit point system itself --not by the way the 4e healing surge mechanic modifies it. When you get right down to it, injuries in D&D --whether they're scratches, solid hits from giant-sized mauls, thrown boulders to the face, full-body burns-- simply aren't injurious. They aren't debilitating.
So a 3e fighter with 5 out 100 HP is "weakened" only in the sense that he's close to being disabled. He suffers from none of the other realistic effects of grievous injury; he can run sprints in plate armor, he isn't bleeding, he suffers no broken bones, isn't covered with leaking burns. His ability to perform strenuous physical activity is completely unimpaired.
So if the DM has been describing those lost 95 HP as serious wounds, you've still got a big disconnect. And if the DM hasn't, then the 'wounds' are nothing more than fatigue, lost morale, and grazes, which can easily be fixed by a rousing pep talk and a short rest.
Healing surges are as unrealistic as hit points are themselves.
Healing surges are as unrealistic as hit points are themselves.