Crazy Jerome
First Post
I love painted ponies and the sound of calliope music.
I once did. Then I read American Gods.

I love painted ponies and the sound of calliope music.
I once did. Then I read American Gods.![]()
If I've followed it properly, your proposal interacts with the negative hit point aspect of the game, and the death and dying rules.A "fix"?
<snip proposal>
Might this address some/the rest/all of the wonkiness of 3e hp?
If it does, does it also address some/the rest/all of the wonkiness of 4e hp?
I think the problem comes when people investigate it in-game.
<snip>
If someone is injured, the guy with the Heal skill will stop in combat to assess someone's wounds before he makes a decision on continuing to fight or trying to heal them. If that happens, as far as I can tell, you have to say, "well, you don't know, it could go either way" (no matter how epicly trained they are), or you have to commit and possibly retcon.
This isn't true. You know you friend has dropped. You can choose to inspect the wound. If you do, spend a standard action and make a Heal check. On a successful check, you learn that the wound is not too serious (because your friend is stable). On a failed check, you're not sure but are worried (because your friend must keep making death saves).It is impossible to make a meaningful decision regarding your friend's injuries (or lack thereof) because that information doesn't exist.
In my case, because (i) I'm not persuaded that the 4e designers are uninterested in narration of the fiction, given posts that were being made by designers at the time (eg Chris Sims on these forums), and given the obvious influence of indie design on 4e, and (ii) I personally am interested in having a coherent fiction in my game, and have not had any trouble incorporating healing surges into that.I'm just trying to figure out why players are trying to defend the surges as making sense in the narrative when they never were put in place as anything other than a way to expedite healing so that the characters can go on adventuring.
Is this explicitly explained in the Heal rules, and, if so, can you produce them? I'm not familiar enough with 4e.This isn't true. You know you friend has dropped. You can choose to inspect the wound. If you do, spend a standard action and make a Heal check. On a successful check, you learn that the wound is not too serious (because your friend is stable). On a failed check, you're not sure but are worried (because your friend must keep making death saves).
There is no barrier to meaningful decisions, and there is no need to retcon.
Heal
You know how to help someone recover from wounds or debilitating conditions, including disease.
First Aid
Make a Heal check to administer first aid.
First Aid: Standard action.
✦ DC: Varies depending on the task you’re attempting.
✦ Stabilize the Dying: Make a DC 15 Heal check to stabilize an adjacent dying character. If you succeed, the character can stop making death saving throws until he or she takes damage. The character’s current hit point total doesn’t change as a result of being stabilized.
I don't think you are considering both sides of the coin.Again, this is where I'm puzzled. Why not just say it's a deep gash?
When the healing surge is expended, the gash doesn't go away. The extent to which it impedes the character's performance (ie not at all) doesn't change. All that the expenditure of the healing surge does is change the likelihood that any future blow will be a (near-)fatal one. Which is all about restoring luck and heroic verve, not about clotting wounds.
It's true that this means the existence of the gash has no immediate mechanical significance (just like the scuffing of my armour in combat has no immediate mechanical significance). Or cousre, it might have indirect mechanical significance - for example, if the gash has been narrated, and then the PC jumps into a drain without mentioning any cleaning or dressing of the wound, the GM might require a save to avoid filth fever (just like, if the PCs have a big fight and then go into a skill challenge with the duke without mentioning any cleaning or polishing of themselves and their gear, the GM might impose penalties to diplomacy checks).
But the lost hit points in 3E have no direct mechanical significance either. They don't impede the character's performance. All they do is make it more likely that a future blow will be (near-)fatal. Which means they represent only a loss of luck/verve, not a physical impedence.
How quickly should heroic verve recover? I don't know - that looks to me like a pacing issue, and different tables and different games might want to answer it differently. But I can't see how it has anything to do with the narration of the inflicting of, and the recovery from, wounds.
I don't see this getting resolved in our conversation, because if those rules I posted are correct, then it's very clear to me that you're house ruling in favor of narrative coherence. While I understand the motive, I dislike that it needs to be house ruled to achieve.The rules I describe apply to allies. And you've stated them in your post. The dying condition doesn't apply to monster and NPCs, only to PCs, so your question about inspecting enemies doesn't really apply. (This is a particular instance of the more general point that 4e's healing mechanics in general apply only to PCs.)
I don't like that there's no wiggle room for NPCs (they're either unconscious or dead, not ever bleeding out), but that's just preference on my part (narrative paths and all that). So, fair enough on the mechanics (I assumed it applied to more since it referred to "characters", but that was my mistake).When a PC drops an enemy to 0 hp, the player gets to specify whether or not the enemy is dead or merely unconscious. Another PC could inspect the enemy fallen to see whether they are dead or unconscious - the DC for this is not specified in the rules that I can recall, but I would think it is a pretty easy check. But it does not give rise to any Schrodinger/retcon issues either. The status of the NPC is determined when the final blow is struck, and it is this status that an inspecting PC would determine.
I've frequently expressed the view that the 4e rules aren't as well-expressed as they might be. This is one such case. But I don't think that drifting a slightly abashed ruleset so as to make it coherent is very serious house-ruling. Others may think differently - apparently you're one of them!you're house ruling in favor of narrative coherence.
<snip>
I have two issues with this.
(1) It's a house rule "fix" to what I think shouldn't need to be fixed in the game.
(2) It's restrictive. It forces the player out of "actor stance" and into a place where he needs to narrate the fiction he wishes. To a group that wants to stay immersed, this is jarring enough to pull you out of a deep immersion state. If I checked on another PC to see if he was okay, and I heard, "do you want him to be stabilized?" I'd say, "uh, I was just curious if he was." I was taking an information-gathering action, and nothing more.
I can see that. 4e is very heroic/cinemtic/gonzo in this respect.If the game doesn't include the need for actual care at certain points, I'm going to find that game to be very unsatisfactory for my desires.
On the other hand, I don't really feel the force of this way of putting it, because (like Hussar) I want to say: in AD&D or 3E the mechanics also determine the story (eg if the damage roll is a fatal amount of hp, they dictate that the story is one about someone being killed).But again, months ago I was debating with you about the concept of whether the story follows the mechanics or the mechanics follow the story.
You are saying: here is what the mechanics say, now I will make up a story to fit that.
I want to say: here is what the story says, now I want to mechanics to model the results.
I don't see that as remotely equivalent.On the other hand, I don't really feel the force of this way of putting it, because (like Hussar) I want to say: in AD&D or 3E the mechanics also determine the story (eg if the damage roll is a fatal amount of hp, they dictate that the story is one about someone being killed).
I've got no argument for your choice of terms in this context.I can see that. 4e is very heroic/cinemtic/gonzo in this respect.
I don't like a system that begs a house rule to help fill in a potential narrative conflict. I'd rather the system deal with it.I've frequently expressed the view that the 4e rules aren't as well-expressed as they might be. This is one such case. But I don't think that drifting a slightly abashed ruleset so as to make it coherent is very serious house-ruling. Others may think differently - apparently you're one of them!
Again, though, if it was me, I'd be a little annoyed (not greatly or anything) that the check was being used in a way I didn't intend it to be used. I'm trying to investigate the game as it currently stands, and my investigation is altering the past fiction (just how bad the wound was) based off of my investigation. To an extent, I'd consider this nearly retconning (nothing has actually been replaced, but past fiction is now being filled in).I don't really agree on the actor-stance point: the player says "I want to check", the GM says "Roll a Heal check", and based on the result of the check replies as appropriate: either the inspecting PC sees a stable, non-fatal wound, or is unsure but concerned.
That's probably very true. As I said, though, it's going to justifiably cause some people to dislike the way the game operates. This happens no matter what (your view of 3.X mechanics did the same), but it boils down to preference more than what's "right" or "wrong". Which leads me, of course, to play what you likeThat said, my general view, frequently expressed on these forums, is that 4e isn't aimed at those who want to play the game solely in actor stance. It encourages players to take some self-conscious responsibility for shaping the fiction.