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Forked Thread: Healing Surges: Let's see them in Action!
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<blockquote data-quote="Obryn" data-source="post: 4640228" data-attributes="member: 11821"><p>Again, if you want to model long-term injury, I don't think hit points - healing surges or no - are the way to do it. They're vague and undefined, and can't perfectly map to physical damage.</p><p></p><p></p><p>That's just it, though - I don't <em>need</em> to talk about NPCs in this way. 4e isn't symmetric, remember, with how it handles PCs and NPCs. If I describe an NPC as wounded, you can absolutely believe there will be game effects. If I say an owlbear is old and decrepit, it will be reflected in its game stats. It's all part of communicating important information to the players.</p><p></p><p>I don't need to use the same standard for NPCs as I do with PCs.</p><p></p><p></p><p>I agree that it's the only mechanic we have. I disagree that this forces HPs to swing double or triple duty as something they're not.</p><p> </p><p></p><p>I don't see why it needs to? I'm fine with separating the narrative and mechanical levels. Let's say Our Hero has an arrow in the leg. Similar stuff has happened in novels and movies. Can he charge his foe? Sure! Will it hurt? Absolutely! Could his enemy smack him while wincing? Sure, if he succeeds on his attack roll! </p><p> </p><p></p><p>Sure, folks get hit with nasty wounds. After the fights, they bandage them up. Or grunt through the pain and continue on.</p><p> </p><p></p><p>I think that's more or less the exact opposite of what I'm saying. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I am absolutely not saying fluff and narration carry 'so much weight'.</p><p></p><p>I am saying narration should serve the game mechanics. If the game mechanics say someone's unconscious at 0 HP, the narration should support this. If the game mechanics say HP loss means nothing for fighting capability, then the narration should support this, as well.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 4640228, member: 11821"] Again, if you want to model long-term injury, I don't think hit points - healing surges or no - are the way to do it. They're vague and undefined, and can't perfectly map to physical damage. That's just it, though - I don't [I]need[/I] to talk about NPCs in this way. 4e isn't symmetric, remember, with how it handles PCs and NPCs. If I describe an NPC as wounded, you can absolutely believe there will be game effects. If I say an owlbear is old and decrepit, it will be reflected in its game stats. It's all part of communicating important information to the players. I don't need to use the same standard for NPCs as I do with PCs. I agree that it's the only mechanic we have. I disagree that this forces HPs to swing double or triple duty as something they're not. I don't see why it needs to? I'm fine with separating the narrative and mechanical levels. Let's say Our Hero has an arrow in the leg. Similar stuff has happened in novels and movies. Can he charge his foe? Sure! Will it hurt? Absolutely! Could his enemy smack him while wincing? Sure, if he succeeds on his attack roll! Sure, folks get hit with nasty wounds. After the fights, they bandage them up. Or grunt through the pain and continue on. I think that's more or less the exact opposite of what I'm saying. :) I am absolutely not saying fluff and narration carry 'so much weight'. I am saying narration should serve the game mechanics. If the game mechanics say someone's unconscious at 0 HP, the narration should support this. If the game mechanics say HP loss means nothing for fighting capability, then the narration should support this, as well. -O [/QUOTE]
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