Healing Surges innate Blessed band aids

From qstor
As I've said a number of times, I can't think of a single other RPG where a character can innately heal themselves without referencing the healing "action" to Spells, long term rest, charms or potions, innate special abilities like fast healing and class ability D&D monks ability or OD&D mystics ability regeneration not in GURPS Ars Magica, Rifts.

I thought I would chime in here.

Iron Heroes has reserve hitpoints that you can spend to heal yourself. They're equal to your total HP and you can do this at a rate of 1 per minute of non combat.

Star Wars d20 had a Wound Point, Vitality points system where Vitality was basic HP. They regained at your level/min when not in combat (which is pretty much regeneration.)

Star Wars Saga Edition has a second wind ability (much like what 4e will have) where once per day you can spend an action to regain 1/4 of your hitpoints if you have taken 1/2 your HP in damage. There is a feat & a power that allow you to do it one more time per day, each.



Those are just a few (based all on 3.x, except Saga, which was a precursor to 4e), but there are examples of existing, published games that do promote some form of mechanical self-healing.

Ktulu
 

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Ranmyaku said:
Judging from the way healing surges and second winds work, this is how I envision hit points:

So a dude runs up to you and buries an axe in your chest. That really hurts! There's blood spurting everywhere, your ribs are shattered, there's bits of bone wandering off to explore important places... You're having a rough time of things. Now, most people here would die. You, however, look down to a little silver bracelet engraved with the letters 'WWCD?' for 'What Would Conan Do?'

And rather than die, you don't die.

I gotta say, this is the least realistic/acceptible version of HP/recovery that I have heard yet.

My gaming group would laugh me out of the room if I pulled this one on them.

I hope you were trolling, or if not, I hope you have a very different gaming group than mine so you won't suffer that kind of humiliation.
 

kennew142 said:
As long as you lose hit points, it's not necessary that you suffered a wound. That's the point. Each player has some narrative control over his character.
If all I am doing is marking ticks off a character sheet, why is it important for anyone to control the narrative? Hit points are not physical damage, so why describe it at all? The wound, or lack thereof, have no mechanical effect, so how does describing advance my character or the plot?


You think so? I don't. If you'd actually read the post you are responding to, you will note that I said that the rules will provide mechanics for allowing the players some narrative control, encourage that type of GMing and assume it as the default. Bad GMs will always be bad GMs, but providing the tools for good GMing and calling attention to a (IMO) superior style of GMing for those good GMs who hadn't even thought of it are all good things.
So, all the previous incarnations and playstyles are inferior, in your opinion? And simply providing the tools and a note of this superior style will improve DM skill?

Even good GMs have to start somewhere. It would've been nice if this sort of useful GMing advice had been in earlier DMGs.
It also would have been very odd, considering this playstyle wasn't in vogue back then.

Wow, talk about a failure of logic. What are you arguing against here? I specifically pointed out that it was possible in earlier editions. I even called out that good GMs had been doing it all along.
Ah, yes, it was possible in earlier versions. So, simply mentioning it makes things better? Good DMs didn't eat all the Cheetos in previous versions, either. Should that be noted? How much of your One True Way will show up in the books, to insure that even proximity to the DMG will improve their skills?

Purposefully miscontruing what I said in order to try and make a cheap point is misleading at best, but lying would be a better definition. I would suggest that you take the time to read a post before responding. It might save you some humiliation.
Ok, let's go over it.

It's all about sharing the control when it comes to a character's actions or to the consequences he suffers. The GM still has final say, but the default assumption in 4e seems to be that the players should have some input in these instances
So, we have sharing control, as long as the DM allows it. In other words, not really sharing control. Because the DM is still deciding whether or not the players get to have that narrative control.

Secondly, I don't see how the control players currently have over their characters is less than "some input in these instances". What instances? How is describing my character's actions not "some input"?

No one said that this would weed out non-excellent GMs. It may improve the skills of weaker GMs.
Oh, it may improve skills. Or, it may not. Not exactly a ringing endorsement for change.

I would argue that there is a qualitiative difference between a GM dictating all game effects to the players and the players having some control over the narrative. IMO the latter provides a better and more satisfying gaming experience. YMMV. It's hard to argue that the latter example isn't a more shared interactive experience.
All game effects? All of them? The rules don't have anything to do with that? I mean, if you get hit with a fireball for minimal damage, you are saying that the DM describing singing and slight burns is ruining your game? Or that players necessarily have a better time describing the exact same thing, simply by dint of the DM not doing it?

What you are describing isn't a failing of rules, it's a failing of a particular DM. There are no rules anywhere that will insure a DM and a group will be on the same page about everything. What you are talking about with 'narrative control' isn't a rules issue, it's a group dynamics issue. 4e can't address that.
 

Fifth Element said:
Please note that kennew142 discussed players having some narrative control as input into what happens to your character, not absolute control over what happens to your character. Your argument is absurd.
So, "I attack the orc" isn't input?
 

Storm-Bringer said:
If all I am doing is marking ticks off a character sheet, why is it important for anyone to control the narrative? Hit points are not physical damage, so why describe it at all? The wound, or lack thereof, have no mechanical effect, so how does describing advance my character or the plot?

No mechanical effect?
 


qstor said:
As I've said a number of times, I can't think of a single other RPG where a character can innately heal themselves without referencing the healing "action" to Spells, long term rest, charms or potions, innate special abilities like fast healing and class ability D&D monks ability or OD&D mystics ability regeneration not in GURPS Ars Magica, Rifts.

Didn't work it that way in Earthdawn, though?
 


"I attack the orc" is input.

"I cut the orc's head off, my sword cleaving straight through and leaving an arc of blood behind it." is also input.

"The orc lunges at me, but I sidestep. Its axe crashes into the ground an inch from my foot. It snarls, and I smell its fetid breath." is input, too.
 

Lacyon said:
No mechanical effect?
As in, my character fell down the stairs, was 'hit' by three arrows, poisoned, in the middle of a fireball, and mauled by a bear over the course of the day. I could describe that character as bleeding out his eyes, holding his guts in with one hand, and barely able to stand. But, since I used my healing surges to get back up to full, none of those wounds have any effect on my character.

But, that kind of 'narrative control' is better?
 

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