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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="Lurker37" data-source="post: 4102569" data-attributes="member: 9522"><p>Since you asked for opinions:</p><p></p><p>That blade in the shoulder one? That's when you hit zero hit points. Nothing keeps fighting after an injury like that. I'd get up and walk away from the table if the GM said it did - my suspension of disbelief just couldn't handle it.</p><p></p><p>So no - grisly injuries that would result in hospital time in the real world do NOT occur to characters or monsters that are going to keep fighting. ( exception: Zombies. Carve them up - they just don't care. )</p><p></p><p>Either the wound is superficial enough for the victim to keep fighting, in which case there will be no long-term effects (and healing will not take long), or it takes them out of the fight right there and then. The exceptions to this are too rare and specific to be worth modelling.</p><p></p><p>And if you can handle healing surges restoring 1/4 or your hit points in the middle of a fight - whether you're at 75% of max or 1% - then why is six hours of sleep being 4 times as good as a second wind an issue? Frankly, I find the second wind when below 10% health the hardest to wrap my head around. </p><p></p><p>We all know that rest is critical to recovery from any illness or injury. If a second wind can restore one quarter of your health, then a full night's sleep fixing all of it is fine by me. You explain it by saying that a good night's sleep is exactly like using a Healing Surge, only four times as effective. The character may still have cuts and bruises, but they've healed enough that they no longer impair the character's ability to fight. </p><p></p><p>As for the 'show me someone going from 0 to full in six hours' - almost any James Bond movie. 007 gets captured ( usually by KO or poison, which now does damage in 4E, so he does in fact go to 0 ) , learns the Evil Plan(tm) and fights his way out, killing the Bad Guy ( Bond's toughest fight of the movie, where he pulls out all the stops) and blowing up his base on the way out.</p><p></p><p></p><p></p><p>Precisely - this is PRECISELY the problem with the old healing rules. Why the heck did it take so long, when every character and his dog could spend pocket change to buy consumables to heal up to full instantly by the time natural healing took this long? What were the characters resting for so long to recover their ability to duck and weave? How long do you need to rest to recover luck? Why was there such a huge gap between bed rest and clerical healing? Didn't anyone sell blessed bandages or alchemical ointments?</p><p></p><p>Conversely, if your 200 hp fighter only took 30 points of damage, which meant he really only got nicks and scratches, not a greatsword through the belly, why was a high-level healing spell required to repair the 'damage'?</p><p></p><p>It wasn't proof of how hit points worked - it was a clear indication that not everyone writing the previous editions AGREED on how hit points worked: non-abstract rules tacked onto an abstract system. It's a jarring disconnect that ultimately got gamed around by healing potions and wands of heal <type> wounds and people trying not to think about the difference between the hitpoints betwen 1 and 20 and the hit points between 181 and 200. I actually found this breaking my suspension of disbelief more than anything. "It's taking days to heal, when I never dropped below two-thirds health? So each blow did a wound? What, did I have ten arrows and three daggers sticking out of me at the end of the fight? If so, why am I only healing in a few days? And how was I still walking, let alone fighting?"</p><p></p><p>Being back in fighting form the next day because the character never took a life-threatening or movement-impairing injury is a heck of a lot easier to swallow. Sure, it's a little faster than a normal peasant might recover, but you are, after all, playing a hero. You still have cuts and bruises - they're just not slowing you down. Because you're larger than life.</p><p></p><p>So yes, I think that for me personally 3.X healing breaks verisimilitude far worse than 4E appears to.</p><p></p><p>That's just my opinion. Yours obviously varies. Nothing wrong with that - we're just using different mental imagery when we play the game.</p></blockquote><p></p>
[QUOTE="Lurker37, post: 4102569, member: 9522"] Since you asked for opinions: That blade in the shoulder one? That's when you hit zero hit points. Nothing keeps fighting after an injury like that. I'd get up and walk away from the table if the GM said it did - my suspension of disbelief just couldn't handle it. So no - grisly injuries that would result in hospital time in the real world do NOT occur to characters or monsters that are going to keep fighting. ( exception: Zombies. Carve them up - they just don't care. ) Either the wound is superficial enough for the victim to keep fighting, in which case there will be no long-term effects (and healing will not take long), or it takes them out of the fight right there and then. The exceptions to this are too rare and specific to be worth modelling. And if you can handle healing surges restoring 1/4 or your hit points in the middle of a fight - whether you're at 75% of max or 1% - then why is six hours of sleep being 4 times as good as a second wind an issue? Frankly, I find the second wind when below 10% health the hardest to wrap my head around. We all know that rest is critical to recovery from any illness or injury. If a second wind can restore one quarter of your health, then a full night's sleep fixing all of it is fine by me. You explain it by saying that a good night's sleep is exactly like using a Healing Surge, only four times as effective. The character may still have cuts and bruises, but they've healed enough that they no longer impair the character's ability to fight. As for the 'show me someone going from 0 to full in six hours' - almost any James Bond movie. 007 gets captured ( usually by KO or poison, which now does damage in 4E, so he does in fact go to 0 ) , learns the Evil Plan(tm) and fights his way out, killing the Bad Guy ( Bond's toughest fight of the movie, where he pulls out all the stops) and blowing up his base on the way out. Precisely - this is PRECISELY the problem with the old healing rules. Why the heck did it take so long, when every character and his dog could spend pocket change to buy consumables to heal up to full instantly by the time natural healing took this long? What were the characters resting for so long to recover their ability to duck and weave? How long do you need to rest to recover luck? Why was there such a huge gap between bed rest and clerical healing? Didn't anyone sell blessed bandages or alchemical ointments? Conversely, if your 200 hp fighter only took 30 points of damage, which meant he really only got nicks and scratches, not a greatsword through the belly, why was a high-level healing spell required to repair the 'damage'? It wasn't proof of how hit points worked - it was a clear indication that not everyone writing the previous editions AGREED on how hit points worked: non-abstract rules tacked onto an abstract system. It's a jarring disconnect that ultimately got gamed around by healing potions and wands of heal <type> wounds and people trying not to think about the difference between the hitpoints betwen 1 and 20 and the hit points between 181 and 200. I actually found this breaking my suspension of disbelief more than anything. "It's taking days to heal, when I never dropped below two-thirds health? So each blow did a wound? What, did I have ten arrows and three daggers sticking out of me at the end of the fight? If so, why am I only healing in a few days? And how was I still walking, let alone fighting?" Being back in fighting form the next day because the character never took a life-threatening or movement-impairing injury is a heck of a lot easier to swallow. Sure, it's a little faster than a normal peasant might recover, but you are, after all, playing a hero. You still have cuts and bruises - they're just not slowing you down. Because you're larger than life. So yes, I think that for me personally 3.X healing breaks verisimilitude far worse than 4E appears to. That's just my opinion. Yours obviously varies. Nothing wrong with that - we're just using different mental imagery when we play the game. [/QUOTE]
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