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I don't get the dislike of healing surges

The sword of sharpness and staff of withering would disagree with your first point.
Neither of these interacts with the hit point mechanics in AD&D, as best I recall. A PC who loses a limb, for example, does not lose any hit points permanently, even though s/he now has less "meat".

Either could therefore be implemented without difficulty in 4e. You'd use exactly the same mechanics as in AD&D.
 

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There are two distinct issues (at least) in play here: recovery times, and PC plot protection implemented by way of fortune-in-the-middle.

Recovery time
So Tristian was nursed back to health by Isolde for over a month of bed rest. That's a REALLY substantial modification to the default healing rules
No. It requires a mechanically trivial change - one that a rookie GM could make. Namely, have healing surges restore at the rate of 1 per week of rest. (If you think the nursing should matter, make it two per week with care - I think AD&D and maybe 3E had similar rules for doubling the healing rate with nursing care.)

healing as it is presented in its entirety posits a reality where a character goes from death's door to winded (i.e. full hp but down a few healing surges) within 5 minutes to wholly refreshed and rested within a day -- all without any external agency other than someone administering minimal aid to wake the character from unconsciousness.
The only difference in AD&D and 3E is increasing the time required. But time is in fact not sufficient external agency to recover from most serious injuries.

True the difference is in 3e and what I remember of 1e (played very little 2e) you needed magical healing or it would take you days if not weeks to recover. Which implied you was hurt.
The healing surge rules (including full recovery on an extended rest) make it much harder to mechanically support getting terrible wounds in combat. If you take a terrible wound in 3.X and are naturally heal, it'll take a few days (to a couple of weeks) while your wounds heal. This isn't the case in 4e.
I think the difference being pointed out is not in terms of narrative given, but in mechanics reflecting narrative given. For example, in 3.X, that narratively nasty wound is marked by a mechanical wound that will take days or potentially a couple weeks to naturally heal.
Terrible, nasty wounds don't generally recover by means of natural healing, and even when they do don't recover in a few days or weeks. The sorts of injuries that recover in a few days or weeks are bruises, minor sprains, minor burns, and the like. And, at least in my view, there is nothing especially absurd about recovering sufficient grit and fighting spirit to ignore all these with a good night's rest. Yes, it's less gritty than saying that it takes a week's rest to recover that grit and spirit. But that's all that is at stake - the time required to recover the grit to shake off minor injuries.

Because the natural healing rules in AD&D and 3E cannot, on pain of absurdity, be taken to be rules for recovering from serious injury.

And as for the matter of degree, a sunburn and a burn are spearated by a matter of degree as well. A week of incapacity followed by a couple of months of bed rest on one hand and a 5 minute rest and continuing the adventure until there is a chance to completely sleep it off on the other.

Perhaps it is the degree of trivialisation that is affecting some people
Perhaps it is. Nevertheless, there are few serious injuries that will be inflicted by a sword or spear that can be recovered from simply by bed rest.

I can see the issue of gritty vs cinematic flavour. I can't see the issue of realism vs absurdity.


PC plot protection by means of fortune-in-the-middle
If the PC was wounded and is not now wounded the PC healed.
Either the PC was wounded, and died, or wasn't wounded (or at least wasn't badly wounded) and stood back up.

Because prior to the 5 minute rest, the PC was at death's door having failed 2 of the 3 required saving throws. If X is the quality of being wounded and the PC has none of X then the PC is effectively unwounded.
I don't follow this. The PC has the quality of "having been stabbed by a spear". Whether or not the PC survives (as determined by the dice rolls) doesn't determine whether or not that quality is possessed. It does determine whether or not the PC has the quality of "having been fatally stabbed by a spear".

Of course, one quality the PC does not have, if the dice rolls are successful, is the quality of "being at death's door". That is, there is a distinction here between the gameworld and the mechanics. That a mechanical resolution is being applied - of rolling dice to see whether or not a PC has died - does not mean that the same process, or some analogue of it, is taking place in the gameworld.

If the only way to die (via save or die while in the negatives) is by going into shock over fairly minor wounds in your game, I'd say you're detached from most groups.
This is not quite what [MENTION=23094]Patryn of Elvenshae[/MENTION] said. In 4e, the combat mechanics cannot bring it about that a PC dies by any other means that the one you indicate it. NPCs can die in all sorts of ways, in and out of combat. PCs can die in all sorts of ways out of combat.

I can see how this might be objectionable to those who want the mechanics governing the infliction of injury in combat to just be a special case of a general mechanic governing the infliction of injury. (I think hit points are also objectionable to many such people - hence the flight to RQ, RM etc in earlier times, and the innumerable variant rules for handling falling, poison etc in AD&D.)

Alternatively, the universe works like the movie-universe The Last Action Hero where heroes only ever suffer flesh wounds or are killed.
In combat, heroes only ever suffer flesh wounds or are killed. That is correct. As I've indicated, I also think it's the only tenable interpretation of hit point mechanics in general. Because non-flesh wounds don't get better, by themselves, over the course of a few days or weeks.

This is a terrific model if I were aiming for a very cinematic game like BESM, Feng Shui, or Reel Adventures, but does not fit well with a game aiming for different tropes which is what I use different editions of D&D to emulate.
Sure. But this has nothing to do with a game being unplayable, or unable to be narrated, without either ignoring or distorting the mechanics.
 

Terrible, nasty wounds don't generally recover by means of natural healing, and even when they do don't recover in a few days or weeks. The sorts of injuries that recover in a few days or weeks are bruises, minor sprains, minor burns, and the like. And, at least in my view, there is nothing especially absurd about recovering sufficient grit and fighting spirit to ignore all these with a good night's rest. Yes, it's less gritty than saying that it takes a week's rest to recover that grit and spirit. But that's all that is at stake - the time required to recover the grit to shake off minor injuries.
In 3.X, if someone gets knocked to -8 at level 1, and is stabilized, it'll take them 8 days of natural healing (and being treated) to hit 0 (where they're conscious but really messed up). Obviously, the abstract mechanic is simulating something worse than "bruises, minor sprains, minor burns, and the like." That's just obviously not the case. A character with 6 hit points would take two weeks to go from -8 to full health again. That's so far away from "bruises, minor sprains, minor burns, and the like" that it's very, very obvious to me.

Because the natural healing rules in AD&D and 3E cannot, on pain of absurdity, be taken to be rules for recovering from serious injury.
This statement seems really odd to me. It can't? I mean, the system cannot simulate recovering from serious injury because...? I mean, yes, there are different levels of serious injuries, and it wouldn't make sense for many to heal naturally. However, the very idea that it can't represent that is very amusing to me. You made a statement and didn't provide reasoning, so I can't speak to that, all I can do is smile and disagree with your assertion. Surely if you can narrate a wound that isn't above minor in grade, you can narrate a wound that could heal naturally if treated? Flesh wounds that take days to heal are very standard within the fantasy genre.

Perhaps it is. Nevertheless, there are few serious injuries that will be inflicted by a sword or spear that can be recovered from simply by bed rest.
In the fantasy genre? I disagree.

I can see the issue of gritty vs cinematic flavour. I can't see the issue of realism vs absurdity.
What about gritty within the realm of fantasy? A nod towards realism (and not ruling out potential narratives) while embracing the genre?

This is not quite what Patryn of Elvenshae said. In 4e, the combat mechanics cannot bring it about that a PC dies by any other means that the one you indicate it. NPCs can die in all sorts of ways, in and out of combat. PCs can die in all sorts of ways out of combat.
Um, I tried to comment that when dying in his game due to being in the negatives, you can only seem to die of shock to a minor wound. I didn't comment on any other way to die. I'm sorry if that wasn't clear. I'm definitely not trying to misrepresent him, so next time I'll be more careful with my wording. I was just saying that every time someone is in the negatives, if they die, it's to shock from a minor wound.

I can see how this might be objectionable to those who want the mechanics governing the infliction of injury in combat to just be a special case of a general mechanic governing the infliction of injury. (I think hit points are also objectionable to many such people - hence the flight to RQ, RM etc in earlier times, and the innumerable variant rules for handling falling, poison etc in AD&D.)
No doubt there's going to be some people that have problems with hit points as they stood (as am one of them, and changed it in my RPG). I agree that a lot of people who had problems with hit points might have other objections we're discussing as well.

In combat, heroes only ever suffer flesh wounds or are killed. That is correct. As I've indicated, I also think it's the only tenable interpretation of hit point mechanics in general. Because non-flesh wounds don't get better, by themselves, over the course of a few days or weeks.
I'm almost certain that dividing HP into two pools ("physical" and "other") and making a fairly simple system that requires wounds being treated is pretty easy to implement. I don't think the "wounds need to be treated" should be the base assumption for D&D (though the different hit point pools should be), but I'd definitely like to see it as a "dial of complexity" that Mr. Mearls has been talking about.
 

In 3.X, if someone gets knocked to -8 at level 1, and is stabilized, it'll take them 8 days of natural healing (and being treated) to hit 0 (where they're conscious but really messed up). Obviously, the abstract mechanic is simulating something worse than "bruises, minor sprains, minor burns, and the like." That's just obviously not the case. A character with 6 hit points would take two weeks to go from -8 to full health again. That's so far away from "bruises, minor sprains, minor burns, and the like" that it's very, very obvious to me.

This is not actually correct.

3.5 SRD on Healing said:
Healing

After taking damage, you can recover hit points through natural healing or through magical healing. In any case, you can’t regain hit points past your full normal hit point total.
Natural Healing

With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.

If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.
Magical Healing

Various abilities and spells can restore hit points.
Healing Limits

You can never recover more hit points than you lost. Magical healing won’t raise your current hit points higher than your full normal hit point total.
Healing Ability Damage

Ability damage is temporary, just as hit point damage is. Ability damage returns at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest restores 2 points per day (24 hours) for each affected ability score.

Our 1st level character would heal 14 hit points in 7 days actually.

Name a potentially lethal wound that I can recover from in 7 days. Heck, name a potentially lethal wound I can recover from in 14 days. Completely recover from with no side effects.

It takes longer than that to recover from a serious sprain.

This statement seems really odd to me. It can't? I mean, the system cannot simulate recovering from serious injury because...? I mean, yes, there are different levels of serious injuries, and it wouldn't make sense for many to heal naturally. However, the very idea that it can't represent that is very amusing to me. You made a statement and didn't provide reasoning, so I can't speak to that, all I can do is smile and disagree with your assertion. Surely if you can narrate a wound that isn't above minor in grade, you can narrate a wound that could heal naturally if treated? Flesh wounds that take days to heal are very standard within the fantasy genre.
/snip

I don't see why it is odd. Again, name a life threatening wound that someone can 100% recover from in 7 days. And that's using your very specific example. Note, a second level character would heal that in 4 days.

4 days to go from a life threatening wound, a short step away from death to fully functional, not a scratch or a side effect.

And you don't find this ludicrous?
 

This is not actually correct.
Oh, I doubt that's true.

Our 1st level character would heal 14 hit points in 7 days actually.
Only if he had complete bed rest, which I never said was the case.

Name a potentially lethal wound that I can recover from in 7 days. Heck, name a potentially lethal wound I can recover from in 14 days. Completely recover from with no side effects.

It takes longer than that to recover from a serious sprain.
In reality, yep. Then again, I've seen people recover from very serious wounds in a relatively short period of time (a few days to a few weeks) in the fantasy genre time and again. Which is what the game is based on.

The fantasy genre follows reality, but breaks at certain points; healing in 4e breaks from reality, and follows certain narrative paths within the fantasy genre. I dislike that it narrows my options substantially by doing so.

I don't see why it is odd. Again, name a life threatening wound that someone can 100% recover from in 7 days. And that's using your very specific example.
No, my example was 14 days.

Note, a second level character would heal that in 4 days.
No, he'd heal it in 7 days, and that's if he still only had 6 hit points at level 2.

4 days to go from a life threatening wound, a short step away from death to fully functional, not a scratch or a side effect.

And you don't find this ludicrous?
In reality? Yes. In the fantasy genre? No. Wounds that pierce the flesh, cause massive pain and significant blood loss, but miss vital organs and can be recovered from in record time? Right up the fantasy genre's ally. Wounds that only ever cause minor wounds, bruises, and sprains, or kill you outright? That's within the realm of some fantasy, but getting rid of serious injury or debilitating injury completely is shutting down potential narratives that are common to the genre.

People hear "it doesn't let me tell the story I want it too, because you heal too quickly" and tie it to realism. Yes, it's affected by realism, but that's because the modern fantasy genre is very much tied to it. Having wounds that are serious, take a little while to heal, but leave no lasting injuries is common enough within the genre (the wounds might leave scars that characters can absentmindedly rub while thinking, but they often won't leave lasting injuries).

I'm not sure why people are trying to make me defend pure realism; it's not what I want. I want to see a game reflect and mechanically support a range of fantasy genre narratives, and the healing mechanic we've been discussing limits it. This whole "name me a wound" thing isn't recognizing the problem that's being put forward. That's not touching on the issue.

I feel like there's a movement to refute what people are saying in this thread by shifting their arguments, and I'm personally trying to not do the same thing to others. I'm trying to be clear on my objections, so that we can have clarity within the discussion. I hope nobody thinks I'm speaking for them, or if they think I am, I hope they know I'm not trying to misrepresent them, and they're free to correct me. I hope people can see what I'm trying to communicate. As always, play what you like :)
 

I mean, the system cannot simulate recovering from serious injury because...? I mean, yes, there are different levels of serious injuries, and it wouldn't make sense for many to heal naturally. However, the very idea that it can't represent that is very amusing to me. You made a statement and didn't provide reasoning, so I can't speak to that, all I can do is smile and disagree with your assertion.
The reasoning, as restated by Hussar, is that in the real world humans don't recover from near-fatal wounds inflicted by bladed weapons with a few days to a few weeks of bedrest.

Hence, whatever injuries are in 3E (and to a slightly lesser extent, given its longer recovery times, in AD&D) they are not near-fatal wounds inflicted by bladed weapons.

Surely if you can narrate a wound that isn't above minor in grade, you can narrate a wound that could heal naturally if treated? Flesh wounds that take days to heal are very standard within the fantasy genre.
Sure. Which is what I said, ie, that wounds in 3E must be pretty much like wounds in 4e ie minor bruises, cuts, etc that are not "terrible, nasty wounds".

Wounds that pierce the flesh, cause massive pain and significant blood loss, but miss vital organs and can be recovered from in record time? Right up the fantasy genre's ally.
At which point, the difference between a few hours, a few days and a few weeks strikes me as one of taste (and preference in adventure pacing), not one of realism.

What about gritty within the realm of fantasy? A nod towards realism (and not ruling out potential narratives) while embracing the genre?
The fantasy genre follows reality, but breaks at certain points; healing in 4e breaks from reality, and follows certain narrative paths within the fantasy genre. I dislike that it narrows my options substantially by doing so.
Well, 3E substantially narrows narrative options too - namely, it is impossible in 3E to narrate a fantasy game in which, flesh wounds being only flesh wounds, heroes can proceed without being hampered by them after a night's rest.

getting rid of serious injury or debilitating injury completely is shutting down potential narratives that are common to the genre.
But opens up others.

And in any event, serious injury or debilitating injury is not completely shut out - it is only excluded by application of the combat mechanics. So, for example, nothing in the mechanics stops a GM having an NPC perform a coup-de-grace on a helpless or unconscious PC and narrating a death result (that is, a result which takes the game out of the combat mechanics, at least until upper Paragon and Epic tiers) as something else - a mortal wound, a limb severed, or whatever. That might be a little bit beyond the rookie GM level, although perhaps not all that much beyond it, and in any event I think there was a Dragon magazine article that discussed this. (The trickier element of this is actually deciding what ritual is required to deal with such an injury. In my own game, it's Remove Affliction. I can imagine others wanting to use Raise Dead instead.)

Anyway, and as I said upthread, I can understand why some prefer gritty to cinematic. But cinematic doesn't narrow the options of gritty-lovers any more than vice versa. And I can't see that either is open to accusations of being possible to narrate coherently or without absurdity. There is certainly nothing in 4e that differs from 3E such that it would require assuming that every PC has Wolverine-style regeneration (which some in this thread have asserted).

I'm almost certain that dividing HP into two pools ("physical" and "other") and making a fairly simple system that requires wounds being treated is pretty easy to implement. I don't think the "wounds need to be treated" should be the base assumption for D&D (though the different hit point pools should be), but I'd definitely like to see it as a "dial of complexity" that Mr. Mearls has been talking about.
One such system was published in White Dwarf 30 or so years ago now - Roger Musson's "How to Lose Hit Points and Survive". I think that WotC's Wounds and Vitality system is nearly identical to Musson's system.

Another version, just as old, is Runequest's, which uses hit points to measure both damage to particular body locations, and to measure overall injury and hence fatigue/exhaustion/bleeding/concussion.

Another similar system is Rolemaster's, which uses hit points (called "concussion hits") to measure fatigue, some bruising, and bleeding, but uses wounds as superimposed conditions to reflect serious injury. Concussion hits heal easily (either naturally or via magic), while wounds are generally hard to heal (and unless healed magically tend to leave permanent debilitation).

As to tweaking dials - having read this thread, it seems that more people object to the rate of surge recovery in 4e, than object to the intricate dynamics of healing that are part of the game's combat mechanics. If I was WotC wanting to incorporate dials, this one is trivially easy - just stick in a sidebar explaining that you can make the game grittier by slowing down surge recovery to one per exteneded rest, or one per week of extended rest. You could also include an optional role for the Healing skill. Nothing else about the game mechanics would have to change in light of such a sidebar (although adventure design might have to).
 

wound that I can recover from in 7 days. Heck, name a potentially lethal wound I can recover from in 14 days. Completely recover from with no side effects.

It takes longer than that to recover from a serious sprain.

Concussion.

I mean, in general I agree with your point that D&D doesn't have wounds (has never really had wounds) that can be defined as serious or that have consequences that aren't sorted out by a little rest. In that respect it's very unlike a lot of other RPGs which do inflict long-term/permanent consequences on people. But concussion is a very obvious example of something potentially lethal that people recover from in a very short time.

This doesn't exactly help the argument that anyone reduced to 0 hit points has to have been seriously wounded and needs long-term care, of course.
 

The reasoning, as restated by Hussar, is that in the real world humans don't recover from near-fatal wounds inflicted by bladed weapons with a few days to a few weeks of bedrest.
Again, you're assuming the real world, rather than the modern fantasy genre, which is why I tried to be very clear on the distinction.

Hence, whatever injuries are in 3E (and to a slightly lesser extent, given its longer recovery times, in AD&D) they are not near-fatal wounds inflicted by bladed weapons.
This isn't matching up with what I'm asking for, which is the ability of the mechanics to handle a narrative of a serious wound that heals faster than in real life, as that follows the modern fantasy genre closely. Not all wounds need to be this way, obviously, but I'd like it to be an option.

Sure. Which is what I said, ie, that wounds in 3E must be pretty much like wounds in 4e ie minor bruises, cuts, etc that are not "terrible, nasty wounds".
Not when they knock you unconscious for 8-9 days at level 1 (or the assumed majority of the population in 3.X). You're not unconscious for 8 days on a sprain or minor bruise. The mechanics are clearly simulating a serious wound as of that point, but within the realm of the modern fantasy genre, not reality.

At which point, the difference between a few hours, a few days and a few weeks strikes me as one of taste (and preference in adventure pacing), not one of realism.
In both my response to you and Hussar, I've talked about the fantasy genre, and I keep getting the conversation directed to realism. I'm not sure why. Obviously it has to do with taste, but my objection in this discussion is the closing of the narrative (that is, every PC recovers quickly), rather than a mechanic that allows for multiple narratives (sometimes your wounds are light and recover quickly, and sometimes they're bad and take a while).

Well, 3E substantially narrows narrative options too - namely, it is impossible in 3E to narrate a fantasy game in which, flesh wounds being only flesh wounds, heroes can proceed without being hampered by them after a night's rest.
In 3.X, you can get injured in such a way that you heal overnight -the damage was light. If you're level 8 and you take 8 hit points, the damage was light, and it was bruising and so on; it's gone in the morning. Alternatively, you could go from 80 to -8, where it was much worse, where you were bleeding out, and where it took you 11 days to recover.

3.X supports both narratives, it just lets the dice decide how much damage you take.

But opens up others.
3.X doesn't shut these narratives out. At least, I don't see a narrative based on the healing over night mechanic in 4e that is not available in 3.X.

And in any event, serious injury or debilitating injury is not completely shut out - it is only excluded by application of the combat mechanics. So, for example, nothing in the mechanics stops a GM having an NPC perform a coup-de-grace on a helpless or unconscious PC and narrating a death result (that is, a result which takes the game out of the combat mechanics, at least until upper Paragon and Epic tiers) as something else - a mortal wound, a limb severed, or whatever. That might be a little bit beyond the rookie GM level, although perhaps not all that much beyond it, and in any event I think there was a Dragon magazine article that discussed this. (The trickier element of this is actually deciding what ritual is required to deal with such an injury. In my own game, it's Remove Affliction. I can imagine others wanting to use Raise Dead instead.)
This raises another problem for me, but it's immersion-related.

Anyway, and as I said upthread, I can understand why some prefer gritty to cinematic. But cinematic doesn't narrow the options of gritty-lovers any more than vice versa. And I can't see that either is open to accusations of being possible to narrate coherently or without absurdity. There is certainly nothing in 4e that differs from 3E such that it would require assuming that every PC has Wolverine-style regeneration (which some in this thread have asserted).
If I'm not one of the people that have asserted it, I really don't feel like it has much to do with my take on this discussion.

In a system that supports wounds that naturally take some time to heal based on severity (how much HP damage you took), it allows for a narrative where the PCs escaped with light injuries (low damage taken), or with serious injuries (high damage taken). In a system that does not support wounds that naturally take some time to heal based on severity, it forces the narrative to be comprised of light injuries, or fatalities (with little room in between unless it's through GM fiat).

One such system was published in White Dwarf 30 or so years ago now - Roger Musson's "How to Lose Hit Points and Survive". I think that WotC's Wounds and Vitality system is nearly identical to Musson's system.

Another version, just as old, is Runequest's, which uses hit points to measure both damage to particular body locations, and to measure overall injury and hence fatigue/exhaustion/bleeding/concussion.

Another similar system is Rolemaster's, which uses hit points (called "concussion hits") to measure fatigue, some bruising, and bleeding, but uses wounds as superimposed conditions to reflect serious injury. Concussion hits heal easily (either naturally or via magic), while wounds are generally hard to heal (and unless healed magically tend to leave permanent debilitation).
In my RPG, I divided HP into two pools to separate physical from "other" but I don't have a hit location or a fatigue/exhaustion/bleeding/concussion track. I do, however, have a Hit Chart that can potentially lead to serious injury, as well as called shots to go for those shots. This opens up a massive array of narrative paths available when we watch the story unfold each session. I'd like to see that many narrative options available in a system, even if it's option -in this case, the dials Mr. Mearls was speaking of. You don't have to have a Hit Chart in the base rules, or long injuries. Those can be more complex dials. However, I don't want a system that prevents stories from being told, and 3.X and 4e were both too limiting for me.

As to tweaking dials - having read this thread, it seems that more people object to the rate of surge recovery in 4e, than object to the intricate dynamics of healing that are part of the game's combat mechanics.
I think people object to the narrative issues caused (though not for the same reasons I do). It looked like most people objected to the difficulty in separating HP from physical wounds, and the limbo characters can find themselves in ("it turns out it wasn't as bad") that was a departure from the way older editions handled description (which was turn-by-turn).

If I was WotC wanting to incorporate dials, this one is trivially easy - just stick in a sidebar explaining that you can make the game grittier by slowing down surge recovery to one per exteneded rest, or one per week of extended rest. You could also include an optional role for the Healing skill. Nothing else about the game mechanics would have to change in light of such a sidebar (although adventure design might have to).
I'd have the dial affect more than that, for sure. Healing surges also cause other problems in my mind (healing is mostly an internal resource rather than an external resource), but that's taste, too. I dislike that about them. They have multiple issues, but I don't think people minded the idea of a "second wind" for a heroic burst of vitality. People might be okay with a "feel free to slow the healing surge rate down" if healing surges didn't contradict description for more groups, but as it stands, I feel that's the main objection in this thread.
 

So you'll discuss house rule territory to allow 4e to achieve a style more in keeping with what I want, but dismiss it as stepping away from the shared game when others do?

No.

I posted several non-houserule ways to do exactly (or, at worse, more-or-less) what you want in 4E.

I then provided an additional, optional, houserule way to do it (that is, as Pemerton said, trivially easy to implement).

So, again, no.

Ultimately, the rules as presented do not present opportunities to start at less than full strength.

If you don't have all of your healing surges available, you are, by definition, at less than full strength.

What the game has lost is the emergent strategic consequential choice: do we engage the adventure today even though we are under-strength or do we recover and hope our goal is still possible to achieve?

Do we stop for an extended rest, and regain all of our healing surges and daily powers and hope our goal is still possible to achieve, or do we press on even though we are under-strength?

Same question, neh?

Have you reviewed the disease rules at all in 4E?

Re: Dying from Shock:

You asked whether or not being driven into negative hit points and dying was sufficient reason to narrate a major wound occurring.

Since it is possible to narrate such an occurrence as being the result of an otherwise minor wound (flesh wound to the arm or leg, etc.) and then shock setting in, I maintain that it is not sufficient reason to narrate a "major wound" occurring.

Can you narrate a major wound occurring? Sure. But then you don't get to complain when the game mechanics do not meaningfully support the existence of that "major wound," since the game mechanics never dictate that such a major wound happened in the first place.
 
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Can you narrate a major wound occurring? Sure. But then you don't get to complain when the game mechanics do not meaningfully support the existence of that "major wound," since the game mechanics never dictate that such a major wound happened in the first place.

No. If the game mechanics don't support what you want to do, the game mechanics have a problem for you.
 

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