JamesonCourage
Adventurer
I don't know. I feel like I've been really clear about this, but I'm apparently missing the mark on this one. If so many people are missing what I've been trying to communicate over the past week, I can only assume it's my fault.As I said in the post to which you replied, and have posted earlier upthread, there is no rule in 4e that says that wounds heal overnight. Nor is there any rule that implies it.
Thus my puzzlement - you seem to be concerned by an imputed feature of 4e that the game in fact lacks.
I'm saying that wounds always heal overnight mechanically (that is, as hit points). This mechanically affects the story in a very direct, very real way. The decisions made based on this fact cuts off narrative paths (story paths) where it could otherwise be different (if wounds [hit points] don't heal naturally overnight, people might retreat, get reinforcements, proceed but fail, etc.). Does that help clear what I mean up?
In the other Narrative "Challenge" thread, I wrote this (and Herremann wrote something similar):I haven't seen this part of the other thread, but here's my maths for a PC dropped to -1 hp, and therefore losing 1 hp per round with a 10% chance to stabilise per round: the chance to recover is 0.1, +09*0.1, +0.9*0.9*0.1, and so on up to 0.9^8*0.1, = 0.1* (0.9 + 0.9^2 ... + 0.9^8) = 0.1 * 5.12579511, which is a little over one-half, and hence yields a chance of death a little under one half. Obviously this chance will grow as the initial wound becomes more serious - the chance to die if dropped to -9 hp is 90%!
I personally think that, if one is assuming that natural healing will be coming into play, this is a bit of an obstacle to narrating the chest-sucker - certainly with a 50% chance of natural recovery, this couldn't be narrated for a -1 wound, but even for a -9 wound one might wonder what sort of chest-sucker spontaneously stabilises within 6 seconds 90% of the time.
According to Herremann, if you're at -5 and you've got five shots at stabilizing before death, then you've got a 41% chance of stabilizing. Okay, that's a sizable chunk. So, we'll be generous and say that you stabilize every three rolls (fail, fail, succeed). You've stabilized at -7. Yay, right?
According to RAW, this is what it looks like without help:
So, you roll each hour, with a 10% chance each hour of becoming conscious. I said every two rolls, so you wake up at -9. However, you're still at -9, and you still don't recover wounds naturally, you've still got to roll 10% chances. Which means, yes, you lose another hit point and die at -10.SRD said:Recovering without Help
A severely wounded character left alone usually dies. He has a small chance, however, of recovering on his own.
A character who becomes stable on his own (by making the 10% roll while dying) and who has no one to tend to him still loses hit points, just at a slower rate. He has a 10% chance each hour of becoming conscious. Each time he misses his hourly roll to become conscious, he loses 1 hit point. He also does not recover hit points through natural healing.
Even once he becomes conscious and is disabled, an unaided character still does not recover hit points naturally. Instead, each day he has a 10% chance to start recovering hit points naturally (starting with that day); otherwise, he loses 1 hit point.
Once an unaided character starts recovering hit points naturally, he is no longer in danger of naturally losing hit points (even if his current hit point total is negative).
So, yeah, it's supported by 3.X mechanics. Without help, that character will almost certainly die.
Your proposition is to change mechanics (HP damage follows the disease track), whereas wound description and magical healing don't necessarily change mechanics (and probably don't, in fact). Thus, I would consider the former a house rule, but the latter flavor.My main problem with that is that this change is no greater in scope than the dearth of magical healing, both via class and item, that is so crucial to getting the wounding narrative in 3e.
Thus my quip to Mort that we are not allowed to tweak 4e to taste.
Again, I feel like I've somehow colossally failed to communicate my point. I can only blame myself for that, as several very intelligent posters seem to be missing it.I missed this earlier, somehow(I blame the pagebreak). I think I can answer this one for you. The disconnect I have here is that you are equating the loss of HP with wounds, but these wounds have no mechanical or story impact, by RAW, other than making the next blow more likely to be (narrated as) fatal. This means that any meaningful narrative and/or consequences of these wounds begins and ends in your hands already. So, why is it then that you are unwilling to hold onto that narrative when the HP is restored? The hp damage only ever served as a rough guideline by which you narrated the getting of wounds. It never handled any consequence of the wound. You were doing that yourself already. So, why not just still do that?
I communicate HP as "wounds" because they inevitably are. That is, the only way one physically can die in 4e is, I believe, through HP damage. That means that at some point, they become wounds.
Now, that doesn't mean they're always wounds. And I'm not trying to say they are. I'm trying to express "wounds" in the sense of "mechanical loss of HP."
My point is when you mechanically lose HP, and you regain it back each night, you lose narratives where that wouldn't otherwise be the case, because the party has to make a very real and significant decision on what to do about it (press on, get reinforcements, retreat until healed, hide, give up, etc.).
Does that make sense? I'm not speaking of the description of wounds. I've tried to express that before, but I've apparently failed at that. I'm speaking of mechanical wounds. Saying, "wounds aren't there mechanically unless you make them be there by describing them" is missing the point, as I'm speaking of HP loss. I'm speaking of HP loss, and how always having rapid recovery of it (overnight) cuts out potential narrative paths (story branches) that might be there if wounds have a chance of lasting longer.
I think this should help clarify my view. I hope so, at least. As always, play what you like

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