Flavour First vs Game First - a comparison

I agree. When I post on the ICE forums and have arguments with Rolemaster fans about some of the more narrativist aspects of the HARP mechanics, that's one thing. But I do find it odd to have D&D's hit point mechanic being defended as adequately simulationist.
I don't think many people have suggested that any version of D&D's hps has been adequately simulationist (although some have mentioned tolerating it or saying that it does not break the game mood or some such).

Perhaps I can bring a degree of clarity though on the issue if I'm lucky.

The interesting difference between the editions is the unaided back to full health aspect of a good night's rest in 4E. In 3.x if you were pushed into the negatives and you only had your own resources to survive, there was no way you were getting back to full health in one night unaided (unless strangely enough you were a high level wizard with an incredibly poor constitution score - heh I never said 3.x was perfect either;)).

The key difference here that compounds the situation is the role of divine healing. Such healing was practically required in 3.x (either through a cleric or a curing wand) for an active adventuring group. Combined with the above mentioned "slower" natural healing, this meant that dire injury could be more easily "explained" by the use of clerical healing because such wounds were usually quickly attended to. A huge ugly intestine splattering slash to the guts could be described by the DM because the cleric would quickly come to the rescue. Because of the prevalence of divine healing, the believability factor of the situation I suppose could be tolerated. [Funnily enough, I think there's a 3rd ed. version of the Schroedingly-Cat-thing in there if people look hard enough :D].

However, because 4E has allowed the Cleric and Warlord to get on with their schtick (rather than feeling forced to subserviently at times provide healing for the "characters"), there is less willingness from the DM to describe rather heroically outlandish wounds unless the character unrealistically heals up the horrendous wound on their own without divine healing assistance (which is now quite possible). I think this is the issue I and some others have with the 4E overnight healing mechanic and it's effect on DMing and play (and certainly not with 4E in general which I am enjoying). Does this explain things more clearly?

Best Regards
Herremann the Wise
 

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Question for all here: have any of you ever come up with a functional rule or system whereby "dying words" scenes *can* be supported by the D+D game (any edition)? I know there's been many a time where I've wanted to use a dying-words scene as an adventure hook, or an adventure climax, but couldn't; the party Cleric would just start casting cures and render the scene - if not entirely meaningless - a lot less dramatic.

Without such a system this is one instance where mechanics (ability to cure pretty much anything with spells) trumps flavour (in terms of in-game drama) in a very annoying way.

Lanefan
 

Question for all here: have any of you ever come up with a functional rule or system whereby "dying words" scenes *can* be supported by the D+D game (any edition)? I know there's been many a time where I've wanted to use a dying-words scene as an adventure hook, or an adventure climax, but couldn't; the party Cleric would just start casting cures and render the scene - if not entirely meaningless - a lot less dramatic.

Without such a system this is one instance where mechanics (ability to cure pretty much anything with spells) trumps flavour (in terms of in-game drama) in a very annoying way.

Lanefan
[SIDENOTE]I bit the bullet about 4 weeks ago and started pencilling out a new version of D&D for my group that I called version 3.9repeater. We like 4E but we still wonder what 4E could have been if it had have followed more the design philosophy of 3.x. In it, I think I've managed to fix up the hp issues I have had with the various issues of D&D as well as a few other things.[/SIDENOTE]

As part of that, there were several important things that I think faciliatate what you are after:
- You don't automatically fall "unconscious" if you go into negative hit points (although you could be unconscious).
- Healing (magical, divine or otherwise) does not work if you are -10hp or below.
- You make a roll to determine how long it takes you to die (instantly, a round or maybe even half an hour of pain and agony).
- A high level spell/ritual can save a character under these circumstances.

This gives the opportunity for some last words or maybe even more as suits (but still with the chance that a character is just plain instantaneously dead).

Best Regards
Herremann the Wise
 

Herremann, I forked us off to a new thread titled "Dying Words [...]"; I don't know how to link to it from here. (note to mods - is there a way the system can put something in the mother thread to indicate it has been forked?)

Lanefan
 

So an unwounded character can use a healing surge to gain HP before a fight?

Sure, assuming he's an unwounded character with less than his maximum hit points.

If he's an unwounded character with maximum hit points, the healing surge won't do anything.

(2) If those cuts and bruises don't directly affect his ability to avoid a killing stroke, why does healing those cuts and bruises (by magic, for example) raise his hit points? Shouldn't cure spells be merely descriptive?

The attacks he suffered reduced his hit points. That is the mechanical effect in the rules system. The cuts and bruises were how we chose to narrate the cinematics of those attacks; we could have narrated them as hideous wounds, or we could have narrated them as near-misses that used up divine providence, or whatever. The cuts and bruises are not rules-mechanical, they're flavour.

The Healing spell increases his hit points. That is the mechanical effect in the rules system. We can narrate the cinematic effect of the healing spell as closing his wounds, or as restoring vitality, or as renewing his connection to the divine hand of Fate. The healing of cuts and bruises are not rules-mechanical, they're flavour.

(3) What if the healing surge healed all damage he had taken? What happend to those cuts and bruises then?

Narrate it in the way that works for you. If it's magical healing, say the cuts and bruises went away. If it's the Warlord yelling at him, say they don't. The mechanical effect of the healing is to increase the hit points. Whether he has cuts and bruises after the healing is flavour, just like they were flavour when he took the damage in the first place.

-Hyp.
 

Why would you narrate it in a way that sound stupid? First you'd say "You collapse, blood pouring from the gash in your forehead." Then 5 rounds later you'd say either "You die from the injury to your head" or else "You wake from your swoon and wipe the blood from your eyes. Despite the searing pain it was just a flesh wound. Do you rejoin the fray?" Of course the player knows that you would have said something different if the dice came out different, just as you would have said something different in the first place if the attacker's d20 rolled a miss rather than a hit. But that's pretty unobjectionable isn't it?

Because I, as a player, would want to know how serious my character was wounded as well. I don't like to be left in limbo. There's a place for such "you don't know if you made the save", but it shouldn't be the norm.

Is it so inconceivable that such mechanics are simply not liked by everyone? I mean, what's next, do I have to explain why I don't like playing a druid? Or don't like playing DSA? Or why I don't like Dungeon Crawls?

As was stated several times, if it works for you, good - but it simply doesn't work for everyone, because, imagine, not everyone shares your taste in game mechanic, flavor, fluff and playstyle.
 

As repeatedly rebutted by myself and others, their points force you to accept other, equally problematical and absurd things, to solve the arrow of time problem. Schrödinger's Argument to resolve Schrödinger's Wounding. All they managed to do was demonstrate that the problem doesn't bother them, which was never in dispute.

Personally, I find the "the problem you experience doesn't exist" line of reasoning to be disingenious at best, and at worst indicates a set of blinders that renders the "reasoning" worthless.
I'm not saying there is no problem for those who don't enjoy narrativist play. I am saying that the problem does not take the form of retconning, and I am saying that because those who play 4e in a narrativist fashion, and are posting about it in this thread, are saying that at their tables retconning does not come up.

You don't play 4e as far as I can tell, so at your table the retconning issue doesn't come up (certainly, you haven't replied to Lost Soul's request for an example of actual play).

So who is having the retconning problem? No one, as far as I can tell from this thread.

I think the problem for those who don't like 4e healing surges is that the sort of narration required as an alternative to retconning would be experienced as too gonzo by many non-narrativist players, especially those with what I would roughly call 1st ed AD&D tastes. But I'm not yet 100% sure of this.

4E though was made to focus on many combats, its strength is the tactical choices in combat which really only shines when you have many of them. The flipside to this is if you have many fights they each cant be Inigo Montoya moments. if you dont have many fights I think you are losing one of the strongest aspects of 4e.
Now this is a good point. I think it's possible to have lots of fights, with therefore many Inigo Montoya moments, without going gonzo (or without going intolerably gonzo). My evidence for this (other than my own RPGing experience, which is not public evidence) is mostly literary and cinematic: superhero comics are mostly a sequence of fight scenes, but (at least in the better versions of them) don't collapse into intolerable gonzo; Conan stories are chock-full of fight scenes, including scenes with recovery from inhuman levels of punishment, without going intolerably gonzo; the best John Woo movies (Hardboild, The Killer, Bullet in the Head) are full of fight scenes and incredible recoveries, without going intolerably gonzo; etc.

TSOY, TRoS, BW are much better for games (IMHO) you should be playing if you want to have Inigo Montoya moments.

I might add Rolemaster as a good game for IM moments but that based on it being so deadly and debilitating when you get into combat.
Rolemaster has the trouble that wounds are so debilitating and it has no Fate Point or similar mechanics (eg SAs in TRoS).

Rolemaster can be played in a fairly combat-heavy fashion, especially at mid-to-high levels where parrying is effective and healing magic is available, and the tactical aspects of combat in that system help support certain aspects of the narrative. But they often won't be Inigo Montoya moments, and more like Lone Wolf and Cub moments.

I've got no doubt that there are other systems that overall are better than, and better for narrativist play than, 4e. But 4e has its own attractions nevertheless, both pragmatic (eg ease of getting a group together) and principled (eg combination of intricate combat mechanics and skill challenge mechanics in the one game system).

I dont think retconning is a necessity at the table but to not retcon requires that that "in-game" reality of wounds are not resolved until after the player decides to or not invoke the second wind (or sleeps for the night etc.) or that hp damage is not connected to any injury.
This can be true to a degree. That's why I have compared 4e to HeroWars, where this is also true. But it needn't be the case all, or even most, of the time: see below.

Sammy is hit for 49 of his 50 points of damage. The options are:

1. He was not actually hit for any appreciable damage but the next hit will be fatal. In this case second wind is neither mystic nor retconning but hp damage is not mapped to physical damage (hp now just represent your characters narrative staying power..how long he can remain an active participant in the story)

2. He does not use his second wind and was hit for real damage and is on his on his last bit of blood.

3. He uses his second wind and the character's wound was not really a damaging blow just visually bloody.

This choice of narrative explanation is not made until the second wind power is invoked.

<snip>

Maybe i am missing an option though.
All of these options are available. None involves retconning. Option 1 seems to be GlaziusF's preference. Options 2 & 3 are the HeroWars way - there is a degree of narrative indeterminacy while the conflict is still awaiting resolution, of the sort that many fortune-in-the-middle systems require. (Note, by the way, that there is no indeterminacy in the gameworld - only in the metagame, where the narration has not firmed up yet. This is pretty common in RPGs - many a GM has introduced a mysterious stranger in the inn, without as yet having fully determined the narrative surrounding that stranger. And sometime this indeterminacy is something that would not be in doubt for the PCs - eg the GM may not choose the colour of the NPC's shoes until a player asks some time down the track, even though the PCs would have know that from the get-go.)

And what about option 4: the player narrates an injury at the time of taking the damage, and then narrates an Inigo Montoya moment when the Second Wind is used? This is what Hypersmurf and Lost Soul are suggesting.

I would think that any given 4e table could use any of Option 1, Options 2/3, or Option 4 from damage roll to damage roll, as struck the fancy of the players.
 
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The interesting difference between the editions is the unaided back to full health aspect of a good night's rest in 4E. In 3.x if you were pushed into the negatives and you only had your own resources to survive, there was no way you were getting back to full health in one night unaided (unless strangely enough you were a high level wizard with an incredibly poor constitution score - heh I never said 3.x was perfect either;)).
This is a very different issue from the healing surge issue, I think. As I've said in a couple of posts above, I think that this is not about simulationism vs narrativism, but rather is about genre conventions.

One approach I suggested upstream, for those who don't like the genre convention, is to make sure that, between any 2 episodes within the game, there is a sufficient time gap to make the healing possible. And then, for those occasions when an extended rest is taken within an episode, narrate it as soldiering on after a few hours for the swelling to go down.

Funnily enough, I think there's a 3rd ed. version of the Schroedingly-Cat-thing in there if people look hard enough
I agree. Any wound from which a person can recover unaided, whether that takes 1 day or 1 year, is not a deadly one. Therefore, any narration that a PC has her/his intestines hanging out after the blow from the orc's axe is only going to work (edit: that is, work for the simulationist) if we assume that divine healing is about to be delivered.

In 3E any character has a chance to recover, unaided, from any wound that doesn't drop her to -10. Did this ever cause a retconning crisis at the table? Or did the ubiquity of clerical healing cover it up, as Herremann is suggesting?
 
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Is it so inconceivable that such mechanics are simply not liked by everyone?
It's not remotely inconceivable. I really do believe that you don't like narrative uncertainty as to what your PC's wound is. And, therefore, I really do believe you wouldn't like using HeroWars or 4e combat and damage mechanics.

What I'm trying to work out is why people are saying that retconning is the problem, or that other sorts of stupid narration are the problem (like "Oh, btw, that hit you took 5 rounds ago was actually lethal, since you just died. If you'd have gotten up it would have been just a grazing blow"), when the only actual play testimony that we have in this thread says that no retconning, or other stupid narration, is occurring.
 
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It's not remotely inconceivable. I really do believe that you don't like narrative uncertainty as to what your PC's wound is. And, therefore, I really do believe you wouldn't like using HeroWars or 4e combat and damage mechanics.

What I'm trying to work out is why people are saying that retconning is the problem, or that other sorts of stupid narration are the problem (like "Oh, btw, that hit you took 5 rounds ago was actually lethal, since you just died. If you'd have gotten up it would have been just a grazing blow"), when the only actual play testimony that we have in this thread says that no retconning, or other stupid narration, is occurring.

Because, after 10 years, I have some notion of how my players react, and I know how I react. I can already hear the dialogue:

Player: "X is down? What do his wounds look like? bleeding, or just knocked out? If the later, I keep attacking the enemies, he'll get up on his own."
DM: "You can't tell."
Player: "I am next to him, and the enemy is wielding a waraxe. So, X just got hit "somewhere, somehow", no clues about his wounds? No blood fountain?"
DM: "You have to spend an action to check."
Player: "I just want to know if he's bleeding much, or has obvious wounds."
DM: "He's bleeding from a gash on his head."
Player: "Ah, then it's either not really serious, or too serious to do anything without magic. I'll kill the enemy, then we'll wake X up - or bury him."
DM: You're a warlord, you could heal him.
Player: He's unconscious, he can't hear my encouraging words, and if such words would be enough to raise him he'll be fine anyway.
DM: He might die without treatment!
Player: I am no cleric, I don't do healing magic.
DM: Yes, you do!
Player: No, I am a warlord, not a cleric!
DM: The effect is the same!

and so on.
 

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