http://www.youtube.com/watch?v=bP3GYdrW450Doug McCrae said:There's been at least one PC death in playtest reports. Not enough for my taste. Then again it's trivially easy to increase the death rate by using more powerful traps/monsters.
In my experience I have never enjoyed this 'excitement and drama'. I've had characters die over meaningless encounters, much to our frustration. Typically this happened due to a sudden dump of out-of-whack hp damage, save or die, or no-save ability damage.Sitara said:PC death adds excitement and drama...
One of our players quit after his character died and he couldn't/didn't get attached to the replacement.Green Slime said:...and why would you keep playing if your characters die?
I would be happy with a heal check reviving someone mid-combat if the terminology was changed from "unconscious" at -1 to -10 HP to something more along the lines of "knocked down" or "disabled" or even "stunned". The mechanics would be the same as 3.5's "unconscious", so -5 HP would mean you are on the ground and can not take any actions, but the flavor is you've been knocked down and disoriented. You might be on the ground moaning and unable to defend yourself, but your buddy comes over and waves some smelling salts under your nose, slaps you on the cheek and says 'Orcus hasn't finished with you yet' or 'On your feet soldier' or 'Come, your friends are dying' or 'Get up and kill that ogre and I'll buy you all the ale you can drink.' If the downed character is truly spent - already used his second wind - then he's down and can't get back up. If the downed character still has a little something left - hasn't used his second wind - then he can get back up and back in the fight. The flavor of "on the ground and bleeding to death from the many stabs and slashed in your body", which is basically the 3.5 flavor, doesn't really fit.I'm down, basically at death's door, yet I can find the focus to heal myself?
Amen and Hallelujah!Danzauker said:Healing that depends on the TARGET creature more than on the HEALER?
That's great!! It could solve most of the problems tied to old style Light / Moderate / Serious / Critical healing spells!!
If it's used throughout the system, a mechanic for (just speculation from now on), say, Cure Light Wounds that triggers a target's second wind ability, and for Cure Serious Wounds that triggers two second winds (or maximized, or whatever) could basically make healing consistently relative for characters from lever 1 to 30.
Brilliant.
Think Jack Bauer. He can get the crap kicked out of him, tortured, even have his heart stopped, but less than an hour later he is running full speed, beating up the bad guys etc. He obviously has an internal healing reserve.Darkwolf71 said:While it's nice that Healing has a good use, I'm not sure if I like this 'internal healing reserve' thing. It smells of cheese.
I'm down, basically at death's door, yet I can find the focus to heal myself?
I soooo desperatly want to like 4e, but things like this just turn me off.
You say that, but I think of the bit in Terminator 2 when Arnie switches to auxiliary power and pulls that iron bar the T1000 stuck through him out of his sternum and gets back up, and I get really turned on. In a manner of speaking.Darkwolf71 said:While it's nice that Healing has a good use, I'm not sure if I like this 'internal healing reserve' thing. It smells of cheese.
I'm down, basically at death's door, yet I can find the focus to heal myself?
I soooo desperatly want to like 4e, but things like this just turn me off.
Heh, well that does make it a little less painful.FireLance said:It is, admittedly, more cinematic and less realistic. You just have to keep repeating the mantra "hit point gain does not necessarily mean physical healing" to yourself. Think of those scenes in a movie where the hero was knocked unconscious by a trap/an explosion/the BBEG/whatever, and a secondary character is shaking him and trying to make him get up. On a successful Heal check, he does.