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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e Healing - Is This Right?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4100400" data-attributes="member: 5143"><p>That's the big thing. Since it IS so much about combat, if your character is incapable of contributing meaningfully to combat you might as well not show up. The average D&D game has PCs doing a multiple day trek through caves while fighting monsters. If there are rules for what happens when you get a severe injury then you need to keep track of them for multiple sessions of playing, applying minuses to all your rolls. If the minuses are anywhere remotely realistic then your character will be next to useless in combat. Try fighting with a broken leg, internal bleeding, sliced tendons, a severe concussion, and the like. It isn't possible and most of the time without a doctor around, you are going to die.</p><p></p><p>However, if you lower the penalties for being hurt but not dead so they are less realistic then they have little to no effect on combat and it doesn't matter if you are hurt or not except for how long it takes you to recover. If a PC is at risk of dying or suffering penalties then they aren't going to want to continue adventuring. In non-time limited adventures this isn't a big deal. You say "You go back to the inn and you have someone tend to your wounds for the next 3 weeks as you recover from your encounter with the bullette." However, in time limited adventures it simply has 1 of 2 effects: Everyone dies as they push on beyond their ability to survive OR they rest for the required time regardless and a key portion of the adventure is ruined. From a game standpoint NEITHER of these is an acceptable outcome.</p><p></p><p>If the only in game effect that being hurt has is how long it takes to recover then why not make the game be able to handle both time limited and non-time limited adventures closer to equal?</p><p></p><p>I would prefer not to have to do what I did that one time in a Living Greyhawk adventure:</p><p></p><p>PCs: "Wow that was a hard fight. We're down a lot of hitpoints, we rest for the night and we'll solve the crime in the morning."</p><p>Me: "Alright, that's the end of the adventure. See you all in 4 hours for the next slot at the convention."</p><p>PCs: "Umm, how come?"</p><p>Me: "The criminal left 6 hours after you started the adventure. He is long gone by the time you start looking for him."</p><p></p><p>In 4e, this doesn't happen since everyone spends a couple of healing surges then continues on without the need to rest. I mean, I gave an example of a 1 day time limit, but there have been ones where if the party didn't rescue the kidnapped person within 3 days then the person was dead and the adventure was over and the party decided to rest for 4 days in order to get back hitpoints.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4100400, member: 5143"] That's the big thing. Since it IS so much about combat, if your character is incapable of contributing meaningfully to combat you might as well not show up. The average D&D game has PCs doing a multiple day trek through caves while fighting monsters. If there are rules for what happens when you get a severe injury then you need to keep track of them for multiple sessions of playing, applying minuses to all your rolls. If the minuses are anywhere remotely realistic then your character will be next to useless in combat. Try fighting with a broken leg, internal bleeding, sliced tendons, a severe concussion, and the like. It isn't possible and most of the time without a doctor around, you are going to die. However, if you lower the penalties for being hurt but not dead so they are less realistic then they have little to no effect on combat and it doesn't matter if you are hurt or not except for how long it takes you to recover. If a PC is at risk of dying or suffering penalties then they aren't going to want to continue adventuring. In non-time limited adventures this isn't a big deal. You say "You go back to the inn and you have someone tend to your wounds for the next 3 weeks as you recover from your encounter with the bullette." However, in time limited adventures it simply has 1 of 2 effects: Everyone dies as they push on beyond their ability to survive OR they rest for the required time regardless and a key portion of the adventure is ruined. From a game standpoint NEITHER of these is an acceptable outcome. If the only in game effect that being hurt has is how long it takes to recover then why not make the game be able to handle both time limited and non-time limited adventures closer to equal? I would prefer not to have to do what I did that one time in a Living Greyhawk adventure: PCs: "Wow that was a hard fight. We're down a lot of hitpoints, we rest for the night and we'll solve the crime in the morning." Me: "Alright, that's the end of the adventure. See you all in 4 hours for the next slot at the convention." PCs: "Umm, how come?" Me: "The criminal left 6 hours after you started the adventure. He is long gone by the time you start looking for him." In 4e, this doesn't happen since everyone spends a couple of healing surges then continues on without the need to rest. I mean, I gave an example of a 1 day time limit, but there have been ones where if the party didn't rescue the kidnapped person within 3 days then the person was dead and the adventure was over and the party decided to rest for 4 days in order to get back hitpoints. [/QUOTE]
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