For me, this doesn't raise the retcon issue, but what I've been calling the gonzo issue. The narration for this one is easy - "As you speak the word into his ear, he feels your breath despite the silence and his eyes flicker open" - but some might find it a bit much for their taste.But what about if there's a zone of silence? If can't hear the word, does he still get healed
Of course, players who don't like to distinguish too much between game and metagame, who feel that if they don't know the state then the gameworld doesn't know the state, probably don't want to play with HeroWars-style fortune-in-the-middle."Ah, so he twisted in the air from the blow that sent him back, and landed in a way we could not notice any blood pooling beneath him. Hey, DM, that's the third time this happened today, 12th time in this adventure, can we start training to fall in ways so our friends can see our wounds? Why can't we ever see how serious a wound is anyway? I mean, we never see any blood until we fail the save, else it wasn't bleeding at all..."
This is not a problem of stupid narration, however. No one's table is actually producing the stupid narration. No one actually regards the stupid narration as tolerable in the game. The problem is a problem of some mechanics not suiting some playstyle preferences.
No objection. I'm not saying anything else. But I don't think the problem is stupid narration, or retconning, or even Schrodinger's wounds. I think it's that the narration to avoid those issues is experienced by some as too gonzo.Why shouldn't we instead use a system that suits our playstyle, so we do not have to jump through all those hoops just to avoid trouble we currently do not have at all?