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Excerpt: The Warlord
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<blockquote data-quote="JohnSnow" data-source="post: 4179728" data-attributes="member: 32164"><p>Stock up on post-apocalyptic supplies. I agree with Kamikaze Midget. Truly this must be a sign of the end of days. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I like precipitous hit point loss, as long as it goes hand-in-hand with the possibility to come surging back. That's why I liked Reserve Points in <em>Iron Heroes</em> and second wind in <em>Star Wars Saga Edition</em>, and it's why I like healing surges in 4E. Moreover, I personally prefer that we not have to worry too much about how tough the last fight was.</p><p></p><p>I like that hit points provide a simple way to model fatigue build-up as characters go through more fights. They're equally effective, but if they push on for too long, they're going to get tired and are more likely to get killed. Strangely, heroes seem to usually have this way of avoiding serious injury - short of getting killed, that is.</p><p></p><p>It's a good thing that characters in 4E can last through more fights in a day than their 3e counterparts. Before anyone says that "the problem has just been postponed," I'll point out that it's <em>also</em> a good thing that there is a <em>limit</em> to how long they can go on. This last point is a nod to "realism" - running out of healing surges is 4E's way of letting you know the characters are fatigued and need to rest.</p><p></p><p>I'll finally add the following, specifically to keep this "on topic." In my opinion, it's a good thing that characters can be "healed" by things other than divine magic. I have always felt it should be possible to have characters that are at "full hit points" (that is, totally combat effective) but sporting numerous superficial injuries. Obviously, the distinction is that superficial injuries are those which are healed enough that they are not going to get infected, go gangrenous, or lead to any of the other complications that frequently happen in pre-modern society.</p><p></p><p>It also seems to me that the Fourth Edition hit point system could be easily augmented with a houserule for serious injuries - if one was inclined to go gritty á la <em>Black Company</em> or <em>Thieves' World</em>.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 4179728, member: 32164"] Stock up on post-apocalyptic supplies. I agree with Kamikaze Midget. Truly this must be a sign of the end of days. ;) I like precipitous hit point loss, as long as it goes hand-in-hand with the possibility to come surging back. That's why I liked Reserve Points in [i]Iron Heroes[/i] and second wind in [i]Star Wars Saga Edition[/i], and it's why I like healing surges in 4E. Moreover, I personally prefer that we not have to worry too much about how tough the last fight was. I like that hit points provide a simple way to model fatigue build-up as characters go through more fights. They're equally effective, but if they push on for too long, they're going to get tired and are more likely to get killed. Strangely, heroes seem to usually have this way of avoiding serious injury - short of getting killed, that is. It's a good thing that characters in 4E can last through more fights in a day than their 3e counterparts. Before anyone says that "the problem has just been postponed," I'll point out that it's [i]also[/i] a good thing that there is a [i]limit[/i] to how long they can go on. This last point is a nod to "realism" - running out of healing surges is 4E's way of letting you know the characters are fatigued and need to rest. I'll finally add the following, specifically to keep this "on topic." In my opinion, it's a good thing that characters can be "healed" by things other than divine magic. I have always felt it should be possible to have characters that are at "full hit points" (that is, totally combat effective) but sporting numerous superficial injuries. Obviously, the distinction is that superficial injuries are those which are healed enough that they are not going to get infected, go gangrenous, or lead to any of the other complications that frequently happen in pre-modern society. It also seems to me that the Fourth Edition hit point system could be easily augmented with a houserule for serious injuries - if one was inclined to go gritty á la [i]Black Company[/i] or [i]Thieves' World[/i]. [/QUOTE]
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