Essentials nostalgia - the death of martial healing

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@Black Knight Irios... it is not that magc was better than everything in all editions... just in 3.x ;)
At least in ADnD 2nd edition fighters may have been worse in a 1 on 1 when everyone was prepared, but otherwise they were an integral part of the game. (There were monsters with 90% magic resitance or more, mages could not cast any spell when they were in melee, and spells were interrupted automatically)

@Karins Dad: Out of hp has nothing to do with beeing injured, just beeing knocked out. There are plenty of situations where someone without magic pushes another person back on his feet to access his last reserves (a.k.a. healing surges)

(Yes, in real life, not in a movie or something...)
 

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But, that's the point.

What makes an inspiring leader a healer? It's one thing to inspire. It's another to heal. Unlike mundane activities like climbing and running and fighting, healing should be magic. It's outside the realm of real world plausible, hence, it should be magical, mystical, or supernatural. Especially at first level. Having super Ki martial powers like Crouching Tiger Hidden Dragon is fine for Epic levels, not so much for first level.

Each person can have their own opinion on this without being "wrong". The martial power source is as much mystical as it is mundane because all PCs have superpowers.

As Syndrome said: "Everyone can be super! And when everyone's super, [laughs maniacally] no one will be."
And Syndrome is wrong. Everyone can be super, just super in different ways.

"Healing is magic" isn't an absolute truth, because hit points don't equate physical harm. After all, you can take psychic damage from a mental attack. And you can lose half of your hit points before becoming "bloodied", which is the 4e benchmark for being actually wounded.
 

Each person can have their own opinion on this without being "wrong". The martial power source is as much mystical as it is mundane because all PCs have superpowers.

As Syndrome said: "Everyone can be super! And when everyone's super, [laughs maniacally] no one will be."

Man, I loathe seeing that quote abused like this. I just need to say that. It always gets dragged out in these sort of arguments, while not being remotely applicable, and it always seriously bugs me.

Yes, the PCs are special. They are heroes, they do amazing things. That doesn't mean those amazing things are magical or that they have superpowers. Hitpoints and healing are a bankrupt failure of a simulation from the very start, and nothing is going to change that.

As it is, a warlord getting a PC psyched up and back in the fight absolutely works for me without any reliance on magic. You don't feel the same - fine, whatever. It doesn't have anything to do with magic, it is entirely based on cinematic and dramatic convention - the hero staggers back to his feet and gets back in the fight. Sure, he still looks battered and beaten, but he's able to go the distance and save the day.

Why? Because hitpoints represent a whole big mess of things, from physical damage to morale to sheer mental fortitude.

That's how the game portrays it. No magic involved. It is your choice to throw in magic as an explanation for any healing. That's fine, but you can't then complain about it after doing so, because the game wasn't the one to make it that way, you were.
 

But, that's the point.

What makes an inspiring leader a healer? It's one thing to inspire. It's another to heal. Unlike mundane activities like climbing and running and fighting, healing should be magic. It's outside the realm of real world plausible, hence, it should be magical, mystical, or supernatural. Especially at first level. Having super Ki martial powers like Crouching Tiger Hidden Dragon is fine for Epic levels, not so much for first level.

Each person can have their own opinion on this without being "wrong". The martial power source is as much mystical as it is mundane because all PCs have superpowers.

As Syndrome said: "Everyone can be super! And when everyone's super, [laughs maniacally] no one will be."

See my previous post. You are using 3rd Edition logic to argue points in a 4th Edition game. The very conceptual framework you are applying is simply inappropriate. The results of that reasoning are not applicable to 4e and those conclusions don't make sense. The 4e warlord player has narrative control of the game WRT his Inspiring Word (etc). The character he's rousing back into action simply isn't unconscious, he can be inspired to get back into action because the player is being granted the narrative license to say that's how it is. You can argue about this until you're blue in the face but the fundamental misconception remains and the conclusion will still be wrong.
 

Don´t be too harsh with him... maybe he started with 3rd edition where "hp loss" = "wound" and "one attack" = "one swing" were implied in the rule set.

Grognards from earlier edition have an easier time remembering the concept of hp. ;)
 

Don´t be too harsh with him... maybe he started with 3rd edition where "hp loss" = "wound" and "one attack" = "one swing" were implied in the rule set.

Grognards from earlier edition have an easier time remembering the concept of hp. ;)

Grognards from the current edition have a hard time understanding that the words "damage" and "healing" and "attacks" with a sword have a plausible concept of injury associated with them.

You guys are playing the mechanics, but not the imagination. Sword swings really do serious damage in real life and in fantasy novels. If you are knocked unconscious and dying from a sword swing, guess what? You're seriously hurt and need medics. No Warlord cheerleaders going "Get up, get up, come on trooper, get up". From a plausibility standpoint, that's ludicrous. And you guys have no concept how stupid it sounds cause you bought the concept hook, line, and sinker.

Look for my email. ~ PCat

In our PathFinder game, my Wizard does a damaging spell about one round in three. He does Web and Glitterdust and defensive spells. In 4E, nearly every attack power is about damage (which isn't really damage). We all go around shoving each other in a big pillow fight until somebody falls over laughing hysterically and is unconscious and can no longer fight. Woo hoo! :D

It's not about being a grognard. It's about playing an FRPG where plausibility and versimilitude matters, at least to some extent.

Veteran: "Why are you letting the newbie fight a Dragon?"
Other Veteran: "No worries. The laws of physics in this world result in no actual damage from a Dragon bite. He'll be fine in the morning."
 
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Grognards from the current edition have a hard time understanding that the words "damage" and "healing" and "attacks" with a sword have a plausible concept of injury associated with them.

You guys are playing the mechanics, but not the imagination. Sword swings really do serious damage in real life and in fantasy novels. If you are knocked unconscious and dying from a sword swing, guess what? You're seriously hurt and need medics. No Warlord cheerleaders going "Get up, get up, come on trooper, get up". From a plausibility standpoint, that's ludicrous. And you guys have no concept how stupid it sounds cause you bought the concept hook, line, and sinker.

The problem is, hitpoints at their core are a terrible way to represent actual damage. You don't get impaired as you take damage. Your high level fighter can fall from orbit and survive, or let a commoner stab him in the face twenty times without a problem.

That always bugged me. And then 4E came along and said that they didn't represent damage alone. (And of course, it turns out that had always been the case - but so many people insisted on it representing physical damage along, thus that was how the concept was portrayed.)

4E instead said it is about all sorts of things that tie into being an adventurer, and that it is as much about the story and the game as about how realistic it is. The warlord can get that soldier back on his feet and into the fray because that's what happens in stories, and it makes for a good gaming experience, and since hitpoints were never realistic to begin with, absolutely nothing is lost.

So now I actually have a view of hitpoints that both is believable, makes for good stories, and works well within the game. That's a win on all counts.

You find it stupid. Ok, fine. I apparently have been suckered into buying something ludicrous, rather than having found a perspective that actually solves my problems with hitpoints lack of realism. Sure.

You don't have to like it. Honestly, I do understand why it would bother you - at least, the lack of ways to represent lasting damage. I've seen some home-brew rules for lingering injuries (using disease tracks) that are pretty darn cool. I think there is plenty of room for such ideas in the game as optional rules that would allow for more 'gritty' games, though I wouldn't want such things to be the default.

So that part, I get. The concerns about martial healing and second wind?? That, I'm sorry, I just find hard to understand - in a game about heroic fantasy, someone getting back into the fight via determination and will seems absolutely in keeping with the genre. If this was a realistic game, the first solid hit from a sword would put someone on the ground and done for. We're not playing that game, and complaining about it...

...well, like I said. I don't get it. But it is your opinion, and you are entitled to it, and that's fine.

Less acceptable is insisting that everyone who disagrees with you are suckers who fell for a stupid explanation, of course. That's uncool, and poor form, and doesn't do your side of the argument any good.
 

@ Karins Dad:
No, your assumption is plain wrong:

When the dragon bites you, you are d-e-d dead!

Explain why in 3.x you can still swing a sword with no hindrance when youhave taken 99 damage when your total hp is 100?

Why does a fighter have 100hp?

Why can you stab yourself in the chest with a dagger and live?

Why does a sword wound heal over night?

This concept falls apart so fast...

Don´t get me wrong:
i started DMing with 3rd edition and i believed, it is a major improvement over ADnD...
but when you look back at it: mages and clerics were so far above fghter type characters, because 3rd edition took away restrictions that were meant to balance.

So don´t come over here and tell me martial healing is a stupid concept...

hp, no matter how you handle it, without dividing it up in endurance points/health points/psychic health and penalties for actual wounds. But in a game, this leads to the death spiral and exploits to circumvent endurance points so that combat is no fun.

So i prefer a system with abstract HP and AC where you actually have fun in combat and where martial healing is a perfect fit.

(There are concepts i don´t like for what its worth:

blinding barrage with a crossbow, or come and get it are bad powers (although bud spencer does come and get it in many of his movies)

I however regard those kind of powers as an early design mistake...

A simple str vs will attack and a followup of str vs AC would easily fix come and get it for for me, and blinding barrage just needs crossbow erased)

edit: And don´t assume we are only playing the mechanics and not the imagination... you have never been at my table and i don´t want to imagine how much time your player characters spend in hospital...)
 
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For me I like using the abstraction ... I let the player explicitly explain how his characters defenses and or the circumstance conspires to minimize an attack against his character.(some players prefer I do it).

This way one player can have a tough guy hero and another mr lucky and yet another be all about magic or the skilled hero that exhausts himself in last ditch defenses.

Sometimes I call it hit points as a power.... or active defenses or something similar - but really it amounts to the same narrative control players have with any of their powers.


As far as verisimilitude goes... sorry porcupine looking third edition fighter with dozens of arrows sticking out of him... doesn't have any room to throw stones.
 

I usually imagine 4E combat as something similar to the old 'Four Color' comic books. Plenty of explosions and awesome powers being tossed around, but innocent bystanders never get hurt, and people only die when the plot deems it to be appropriate.
 

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