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Bridging the cognitive gap between how the game rules work and what they tell us about the setting
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<blockquote data-quote="Neonchameleon" data-source="post: 9229811" data-attributes="member: 87792"><p>And you've overlooked that hit point loss does not and never has represented <em>injury</em>. What it represents is a mix of endurance, luck, and cosmetic damage <em>before which you take an actual injury more debilitating than a paper cut.</em> Actual injuries have never been a consequence of hit point loss. You can't break your arm or lose a hand with hit point loss and no amount of castings of cure wounds will fix that. There <em>is</em> a spell that will cause actual meaningful injuries to be healed in at least 3.X and 2e but it's not Cure Light Wounds. It's <em>regenerate</em>. </p><p></p><p>And even if injuries worked the way you said, it wouldn't be relevant. Because what is relevant is that <em>the cognitive gap is entirely about whether people can be bothered to learn and engage with the rules or not.</em> Engage with the 4e rules and your argument as shown vanishes in a puff of smoke. It only exists in the minds of people who don't think that separate rules sets can work different ways.</p><p></p><p>So what they haven't done in D&D cases is <em>taken an injury more debilitating than a paper cut is to a normal person</em>. It's almost entirely cosmetic.</p><p></p><p>Of course 4e better reflects these characters this way. Characters can go down, bandage themselves up, dig deep, and keep going. This is because 4e, by splitting short term resilience and endurance better models this type of fiction. 4e therefore <em>narrows</em> the cognitive gap by including the ability for people to go down within the scene, being under serious threat, but being able to keep going afterwards using their own resources. Which is what e.g. Rambo does. He recovers from rest and from bandaging, not just from magic. But the injuries are still there even if he's recovered.</p><p></p><p>Once again <em>you are simply demonstrating that the cognitive gap is in your head and caused by your inability to understand 4e rules even after fifteen years.</em> Inspiration doesn't provide the energy, it encourages the target to dig deep into their own resources.</p><p></p><p>In 4e the main effect of Inspiring Word is that it allows <em>the recipient</em> to spend <em>one of their own healing surges</em>. If you don't have a recovery to spend then you can't spend it. As you yourself quoted in your OP</p><p style="margin-left: 20px"><em><strong>Effect:</strong> The target can spend a healing surge and regain an additional 1d6 hit points. </em></p><p>But if you have no healing surges left <em>you can't spend one.</em> So it's not "a character stays alive as long as they feel good about themselves", it's a character with sufficient inspiration can keep going <em>until they are completely exhausted </em>(as measured by their running out of Healing Surges)<em>.</em> But when they are out they are out.</p><p></p><p>At that point they have run out of endurance and need something magic. Whether something like Cure Wounds (which causes the target to recover <em>as if</em> they had spent a healing surge but the energy is provided by the spell) or Lay On Hands (in which case it's the Paladin not the recipient spending the healing surge as the paladin transfers their own energy).</p><p></p><p>Nope.</p><p></p><p>That it never has been and I'm not interested in discussing your house rules. If you want to cure a hand being chopped off you need the <em>Regenerate</em> spell. I'm fascinated however that you think that it's appropriate for a first level spell to be able to cure literally anything.</p><p></p><p><strong>Yes</strong>. It <em>only</em> heals hit points.</p><p></p><p>You're confusing "how D&D has always functioned" with your personal houserules. When an intellect devourer eats someone's intellect that is an injury and Cure Wounds has never been able to do that.</p><p></p><p>Except they are less different than being stabbed with a sword and being burned by a fireball. <em>Healing Word</em> is largely the placebo effect. There is a <em>tiny</em> trickle of healing magic in there but it largely perks the target up.</p><p></p><p>Meanwhile if you want <em>actual</em> healing magic then you want to look at something like Cure Light Wounds which explicitly allows the target to recover hit points <em>as if</em> they had spent a healing surge. Or Lay On Hands where the <em>Paladin</em> is the one who spends the surge.</p><p></p><p>Oh, and in terms of fluff</p><p style="margin-left: 20px"><strong>Healing Word</strong></p> <p style="margin-left: 20px"><em>You whisper a brief prayer as divine light washes over your target, helping to mend its wounds</em></p><p>The primary result of Healing Word is light. The level of actual healing provided is minor, but it produces the placebo effect.</p><p style="margin-left: 20px"><strong>Cure Light Wounds</strong></p> <p style="margin-left: 20px"><em>You utter a simple prayer <u>and gain the power to instantly heal wounds</u>, and your touch momentarily suffuses your target with a dim light.</em></p><p></p><p>It's worth mentioning that if you just look at the <em>hit point</em> total Healing Word actually causes the target to recover more hit points. But they are still wounded because they are down healing surges. Cure Light Wounds however instantly heals wounds because it <em>doesn't</em> leave surges spent. </p><p></p><p>If you want to take issue with the death and dying rules go tell the 5e forum it doesn't make sense. It's the same mechanics.</p><p></p><p>What do you mean by healing surges and hit points working identically?</p><p></p><p>Sorry, to clarify I meant dying instantly at 0hp. At 0hp you are down but not dead.</p><p></p><p>[Citation needed]</p><p></p><p>You can do that by actually reading the PHB and understanding what it says. Or by talking to people who do. It's not my fault that after fifteen years you haven't done this.</p><p></p><p>Except that as shown they don't represent <em>that </em>different things. Inspiring Word and Healing Word are both ways of encouraging the target. Healing word explicitly creates light but does not "instantly heal wounds" the way Cure Light Wounds does. Both have the primary effect of convincing the target things will be fine.</p><p></p><p>Which is not something I hold.</p><p></p><p>And this is complete nonsense and a failure to understand good storytelling. Big damn heroes <em>absolutely</em> slow down because they are injured. What they don't do is <em>give up</em> just because they are at a disadvantage<em>. </em>Even superheroes get hurt and injured, and this meaningfully slows them. The untiring robotic nature of pre-4e fighters that just spam their attacks is one reason I really dislike them. They do not match the fiction they are based on. 4e was the best here, with many 5e subclasses being at least passable (and for the ones that aren't? I don't have to play them even if I'm playing a fighter).</p><p></p><p>pre-4e it meant something impossible. In 4e it is clear. It just goes over your head.</p><p></p><p>I'm saying absolutely that only <em>bad</em> action movie protagonists keep going <em>with no loss of prowess</em>. (There are action movie villains that legitimately keep going without loss of prowess, but that's one of the things that makes this group of villains so terrifying). Good action movie characters keep going and respond to what is happening to them, clearly weakened but still able to pull through. I expect the PCs to be playing Kyle Reese not The Terminator.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9229811, member: 87792"] And you've overlooked that hit point loss does not and never has represented [I]injury[/I]. What it represents is a mix of endurance, luck, and cosmetic damage [I]before which you take an actual injury more debilitating than a paper cut.[/I] Actual injuries have never been a consequence of hit point loss. You can't break your arm or lose a hand with hit point loss and no amount of castings of cure wounds will fix that. There [I]is[/I] a spell that will cause actual meaningful injuries to be healed in at least 3.X and 2e but it's not Cure Light Wounds. It's [I]regenerate[/I]. And even if injuries worked the way you said, it wouldn't be relevant. Because what is relevant is that [I]the cognitive gap is entirely about whether people can be bothered to learn and engage with the rules or not.[/I] Engage with the 4e rules and your argument as shown vanishes in a puff of smoke. It only exists in the minds of people who don't think that separate rules sets can work different ways. So what they haven't done in D&D cases is [I]taken an injury more debilitating than a paper cut is to a normal person[/I]. It's almost entirely cosmetic. Of course 4e better reflects these characters this way. Characters can go down, bandage themselves up, dig deep, and keep going. This is because 4e, by splitting short term resilience and endurance better models this type of fiction. 4e therefore [I]narrows[/I] the cognitive gap by including the ability for people to go down within the scene, being under serious threat, but being able to keep going afterwards using their own resources. Which is what e.g. Rambo does. He recovers from rest and from bandaging, not just from magic. But the injuries are still there even if he's recovered. Once again [I]you are simply demonstrating that the cognitive gap is in your head and caused by your inability to understand 4e rules even after fifteen years.[/I] Inspiration doesn't provide the energy, it encourages the target to dig deep into their own resources. In 4e the main effect of Inspiring Word is that it allows [I]the recipient[/I] to spend [I]one of their own healing surges[/I]. If you don't have a recovery to spend then you can't spend it. As you yourself quoted in your OP [INDENT][I][B]Effect:[/B] The target can spend a healing surge and regain an additional 1d6 hit points. [/I][/INDENT] But if you have no healing surges left [I]you can't spend one.[/I] So it's not "a character stays alive as long as they feel good about themselves", it's a character with sufficient inspiration can keep going [I]until they are completely exhausted [/I](as measured by their running out of Healing Surges)[I].[/I] But when they are out they are out. At that point they have run out of endurance and need something magic. Whether something like Cure Wounds (which causes the target to recover [I]as if[/I] they had spent a healing surge but the energy is provided by the spell) or Lay On Hands (in which case it's the Paladin not the recipient spending the healing surge as the paladin transfers their own energy). Nope. That it never has been and I'm not interested in discussing your house rules. If you want to cure a hand being chopped off you need the [I]Regenerate[/I] spell. I'm fascinated however that you think that it's appropriate for a first level spell to be able to cure literally anything. [B]Yes[/B]. It [I]only[/I] heals hit points. You're confusing "how D&D has always functioned" with your personal houserules. When an intellect devourer eats someone's intellect that is an injury and Cure Wounds has never been able to do that. Except they are less different than being stabbed with a sword and being burned by a fireball. [I]Healing Word[/I] is largely the placebo effect. There is a [I]tiny[/I] trickle of healing magic in there but it largely perks the target up. Meanwhile if you want [I]actual[/I] healing magic then you want to look at something like Cure Light Wounds which explicitly allows the target to recover hit points [I]as if[/I] they had spent a healing surge. Or Lay On Hands where the [I]Paladin[/I] is the one who spends the surge. Oh, and in terms of fluff [INDENT][B]Healing Word[/B][/INDENT] [INDENT][I]You whisper a brief prayer as divine light washes over your target, helping to mend its wounds[/I][/INDENT] The primary result of Healing Word is light. The level of actual healing provided is minor, but it produces the placebo effect. [INDENT][B]Cure Light Wounds[/B][/INDENT] [INDENT][I]You utter a simple prayer [U]and gain the power to instantly heal wounds[/U], and your touch momentarily suffuses your target with a dim light.[/I][/INDENT] It's worth mentioning that if you just look at the [I]hit point[/I] total Healing Word actually causes the target to recover more hit points. But they are still wounded because they are down healing surges. Cure Light Wounds however instantly heals wounds because it [I]doesn't[/I] leave surges spent. If you want to take issue with the death and dying rules go tell the 5e forum it doesn't make sense. It's the same mechanics. What do you mean by healing surges and hit points working identically? Sorry, to clarify I meant dying instantly at 0hp. At 0hp you are down but not dead. [Citation needed] You can do that by actually reading the PHB and understanding what it says. Or by talking to people who do. It's not my fault that after fifteen years you haven't done this. Except that as shown they don't represent [I]that [/I]different things. Inspiring Word and Healing Word are both ways of encouraging the target. Healing word explicitly creates light but does not "instantly heal wounds" the way Cure Light Wounds does. Both have the primary effect of convincing the target things will be fine. Which is not something I hold. And this is complete nonsense and a failure to understand good storytelling. Big damn heroes [I]absolutely[/I] slow down because they are injured. What they don't do is [I]give up[/I] just because they are at a disadvantage[I]. [/I]Even superheroes get hurt and injured, and this meaningfully slows them. The untiring robotic nature of pre-4e fighters that just spam their attacks is one reason I really dislike them. They do not match the fiction they are based on. 4e was the best here, with many 5e subclasses being at least passable (and for the ones that aren't? I don't have to play them even if I'm playing a fighter). pre-4e it meant something impossible. In 4e it is clear. It just goes over your head. I'm saying absolutely that only [I]bad[/I] action movie protagonists keep going [I]with no loss of prowess[/I]. (There are action movie villains that legitimately keep going without loss of prowess, but that's one of the things that makes this group of villains so terrifying). Good action movie characters keep going and respond to what is happening to them, clearly weakened but still able to pull through. I expect the PCs to be playing Kyle Reese not The Terminator. [/QUOTE]
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