For those who don't like "shouting healthy" powers

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I was reading the threads over in New Horizons about Lethality in #dndnext, and how the dials could be set up for it... when I came back to the discussions a lot of us had here about what we did or didn't like about 4E's dying rules. And an idea came to me about it that I'm actually very curious whether it somewhat "solves" the problem for those of you who aren't fans? So I'm offering something here to see what the reaction would be, and whether it would actually help the immersion for 4E's rules enough that you wouldn't be so adverse to them... or if it still doesn't go far enough and doesn't really solve the problem for you.

The big issue was the idea that once you dropped to 0 hit points or less... a Warlord could theoretically "shout you healthy", and you'd regain hit points. Or you could use a Second Wind and regain them the same way. Which would be fine if hit points were actually just "energy" per se... but since the assumption was always that hit points included actual wounds... that you'd have cuts and bruises magically disappearing just by giving the player an "Attaboy! Get back in there!". This is especially true based on the fact that you could actually fail 3 death saves and die while "unconscious" and below 0... which implied on the face of it that there were actually wounds being suffered.

Goodness knows we all went back and forth on this, trying to give explanations to one another as to how any of this could be possible, whether it matters, whether immersion is broken or not, etc. etc. But now I've thought of a very easy rule to add to the 4E rules to possibly(?) solve the issue. It goes like this:

Hit points are energy and not true wounds, and once you drop to 0 HP or below... you are out of energy and are under the Unconscious condition (not that you are actually knocked out cold, but rather are on hands and knees shaking out cobwebs, dealing with aches and pains etc.) Now while you are below 0 at this point, you DO NOT make death saves. It is impossible to die just from being under 0 HP straight away. Thus, any energy-saving or morale-saving techniques can get you back into the fight a la the regular healing rules because you truly are using second winds and such. Inspiring Word and Second Wind can be effective.

It is only if you are HIT AGAIN (for any amount of damage) while under the Unconscious condition that you now become "dying". It is assumed that that single hit while you weren't looking and unable to defend yourself was basically a Killing Blow type of attack. Now once that hit occurs... you are now actually knocked out cold and bleeding out, and NOW begin making Death Saves at the top of each of your turns. And like the normal rules, if you fail 3, you die. Now once you are in this state and knocked out, you are effectively out of the fight entirely and cannot get back up, even if you are healed. If a PC uses the Heal skill or uses a "spend a healing surge" power... the knocked out player no longer has to make death saves and their HP returns to 0... but they also CANNOT get back up and rejoin the fight. They've suffered whatever debilitating injury occurred during that Killing Blow, and thus remain out cold through the rest of the encounter, and possibly for whatever length of time the DM determines that "bad injuries" last (whether that be 5 minutes, through an extended rest, a week of bedrest, etc.)

Here's what I think we gain from this idea... that the DM has to CHOOSE to set the PCs on the dying track, by making the decision for the monsters to attack the PC one final time with a Killing Blow while he's down (either by directly attacking the PC, or by including the PC in a burst/blast attack). If the DM doesn't want to be that lethal about it, then he just has the monsters ignore the downed PC, and they'll possibly re-enter the fight if/when some healing is used on them. But it also means that once a PC receives that Killing Blow and is "bleeding out" by rolling death saves... they ain't getting back into the fight regardless of what kind of healing is then given to them. They are done for that enounter. The wound was too great.

Now yes, this does make the game less randomly lethal, because it eliminates the Negative Bloodied insta-death rule, and it also requires the DM to purposely spend a monster attack action to deliver a Killing Blow and thus start the PC on the 3 death save track... but it does help give a reason why a PC with less than 0 HP can get up via Second Wind or Inspiring Word, but also cannot get up once they are making death saves.

What do you think? Does this work at all?

*EDIT* Thinking about it quickly... there's still the point of Inspiring Word being used as the "spend a healing surge" power that stops a dying PC from having to make death saves, which I guess technically still contributes to the problem. So I wonder if that once a player is "dying", that the only way to stop the bleeding is through the use of the Heal skill? So that a PC has to get within Melee 1 to help him, and thus you can't heal him from range? I know that probably some of you might want "magical healing" to be able to stop the bleeding while "shouting healing" can't... but that might be trying to gimp the warlord and bard more than the cleric or shaman? I dunno.
 
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To me it just seems like a fix in search of a problem. I just don't find deaths happening too often and I really like the dying mechanic as is, it leads to the party having to take rash maneuvers to avoid their friends dying. Or they can just wait that extra round and hope the dice are friendly.

I see no problem with any warlord of bardic healing myself. It can become an issue if you try and make sweeping statements about how it works, but that is the RP equivalent of theory-crafting imo. What is important is how that heal works in the particular instance it is being used.

I think that if a player can't come up a way to visualize a character having been beaten to the ground, unable to hop up, then being inspired and doing so, then they need some solid advice about roleplaying. Remember they are not coming up with some sweeping rule to apply to all instances. They are coming up with what happens this time.

Oddly it is roleplayers who have the most difficulty visualizing warlord heals, yet it seems to me that any degree of roleplaying can make them work well. Tactical gamers don't care either way.

I actually prefer warlord healing, as in an RP group it leads to actual roleplaying, not just "my goddess heals your wounds, pow". Off the top of my head:

- The rogue stops moaning and hops up off his knees. A grin comes across his face. He had been faking the injury, just as his leader had instructed him to. Now he seizes the advantage and turns on the otherwise occupied goblins.

- Sheesh that last strike from the ogre would have hurt if Alric had not taught me that technique to roll with the blow in our last sparring session.

- Lu'Tzu lays there unable to stop the bleeding. He knows he should be calm, but he is not like his master, he just can't maintain the battle-meditation. The soft sound of the wind pipe is enchanting, it stirs his memory...his master playing on the hill where he trained...watching the willows...(queue cutscene from any kungfu movie ever made) Lu'Tzu finds his calm, staunches his bleeding as he centers his breath like his master taught him. He is pain is now outside of his mind.

- Havok grabs at his spilling guts and grows weak, he falls to his knees. A the grey blanket of death covers him, he hears the battlehorn of his people. Calling the warriors to battle. Warriors like him. The shadowfell beckons, its icy pull like the embrace of his homeland. Behind him duty calls even louder though. He will not pass into the halls of his ancestors having ignored the call of the Skald. As he focuses he can hear the saga being chanted now. The victories of his fathers before him, the rage at the enemies treachery. No, he will not die today, he could not stand before he father without at least a score of dead goblins under his foot. The rage overtakes him and he stands, charging back into battle. His intestines flailing about him. He will surely die later without a surgeon, but now, now he slays.

- Elor sang to the body. Elisha had been dead for some time. He sang of her beauty and her lust for life. He wove years of arcane training into his song and every yearning of his heart. He sang of her red lips, and her lips remembered. They turned from blue to rose. He sang of her rose cheeks, that blushed only for him, they remembered his voice and they mimicked the glow of life for a moment. In time, the body resembled the love he had known, not the corpse that lay before him. Now came the difficult part. He arranged the diamond offering to the raven queen, draping them over his loves bare body. Now he would sing, sing to break a cold goddesses heart. By the arcane rites she would hear, but only through his bardic skills might she care...

(I included the last, as people sometimes complain about bards being able to gain ressurection via their ritual casting. I have never seen a problem with it myself. Not that PCs in my games can ever ressurect)

If it is not obvious how encouragement, training and a dash of cinematic magic can bring a character back from the brink, then don't just say "i heal 20 hitpoints" do some roleplaying.
 

2 things,

First, When I read this, I pictured the scene in Rocky when he is lying on the mat and his life is rolling by and you see Micky yelling at him "Get up you SOB, cause Micky loves ya".

2nd, couldn't the unconscious bit be while he is making his 3 saves. He could still be dying, but still able to hear and see as he is flailing about on the ground like in so many movies.
 


Most problems with this go away when you get rid of that nagging status name 'unconscious'. It's a labeling problem.

If you've ever seen HBO's Rome, in particular the episode where Pullo is put in a gladitor fight: that's what I think should replace unconscious. Mechanically he's still helpless, he's still prone. But he's aware of what's going on and struggling to get back on his feet (even if he can't, without help).
 


I think there are far too many words being writtena about the word word.

First of all, I think martial is magic, jsut a different kind of magic. If someone does not, I see more problems with Inspiring word.

Actually, if people have so much trouble, House Rule it to only work on conscious targets. Done.

But as for healing wornds and restoring energy, D&D has always been very very weak on it, but hit points speed upthe game immensely, and overall I like how htey work.
 

I just wish that damage were damage. I wish healing were healing that took real magic to accomplish, and not encouragement that every creature behind every bush can manage. I wish the game healing mechanics weren't a reiteration of mmorpg mechanics of how imaginary characters should be affected in an imaginary world all in the name of expediency and entitlement.

The characters are in this magical world where they are attacked by claws and teeth and weapons and lava, but aren't really damaged. The threats aren't real and nothing matters cause the tooth fairy of healing surges will come along and make everything all right.

Unless of course, we've had too many fights that day, or the player fails 3 death saving throws in which case, the laws of the universe change and we need to go to a different well and pull out a ritual (or a specialized PC ability) or even go create a new character. Course, that takes time and we can't have that. ;)


I'd just prefer that the term damage in the game actually mean damage, the term healing in the game actually mean healing, and that not all PCs have these supernatural mystical magical abilities. It would be nice if there were a power source where a PC just swung a sword and didn't have the Wuxia stance du jour. Skill, not magic.
 

[MENTION=2011]KarinsDad[/MENTION], if that's how you want to play it, I've seen dice where you can roll random body parts. That way, you can track damage to arms, feet, legs, hand, chest, head, etc... But my problem with that is that then you'd have to track nerve damage, rule out when shields/ weapons couldn't be used, etc... It's too much bookkeeping to do all the time. To me, that is why you have to suspend some measure of disbelief. After all, it's a fantasy game.

I find [MENTION=98008]Unwise[/MENTION]'s descriptions above to be perfect narrations of how martial healing works. If you can't buy what Unwise wrote up there, martial healing ain't for you- forget it and move on.

Warlords and Bards are not supposed to be like "any other creature behind a bush." When they scream a rallying cry or play a melody, it is supposed to be so well-delivered and perfectly timed and convincing that there is something supernatural about it. This lenables the comrade to forget about their wounds for the moment, to remember some training at the prime moment, to simply find that last inner burst to carry them through the fight. Martial healing can be incredibly cinematic at key times, and the rewarding, thought-provoking RP aspect of it can take the monotony out of encounter grind.
 

Think quantistic.

When a CHARACTER is down, you don't know if he's alive or dead.

When the warlord gets there and yells, if he get's back on feet, then probabilities collapse and you know he was not dead.

Of course, the PLAYERS know a lot more but it's all game variables. Hit points, power points, action points, it's all metagaming. It's stuff to make the game go on.

One thing I noticed about 4E is that if you wait to describe the situation after all actions in a round are resolved (interrupts, shifting powers, etc.) it all makes more sense narratively.
 

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