Just a few scattered thoughts
It seems that most of the fears folks have expressed over the coming of 4e have proven to be false. That said, there have been a few things posted since DDE that IMO represent real concerns over the rule set's compatibility with individual style of play.
1) Lack of rules for grievous or significant wounds.
This is not a concern that I have, since I usually find it annoying to have characters laid up for a long time recuperating. It's always been one of the problems I've had in modern games. It may be realistic, but it impedes the flow of the story - and in some cases can break suspension of disbelief. If one character needs several weeks of recovery, doesn't it make sense for the rest of the group to press on, without him (especially if time is of the essence)?
However, it would seem easy enough to house rule. I know that some folks will say why should I have to house rule X? IME most games use some house rules. The standard rules do not always reflect the exact style or flavor that a particular group is looking for.
Of the suggestions so far, I like the idea of tracking the HP from CON separately. Let it heal at a much slower rate, such as 1 point per extended rest (or day). You could even penalize the character by 1 healing surge per 2 points of such grievous damage. Magical healing could repair this damage normally. IMO character should only experience this kind of grievous damage once their other, more cinematic, HP have been lost. The old Chaosium game Superworld worked this way.
2) The designers have replaced the 15 minute day with four 15 minute days.
I believe that this could be a problem with some groups. If players like to expend all of their big resources early on, and refuse to continue adventuring until they have recovered all of their abilities, the result will be just what these posters fear. However, it would seem to me that the mechanics of the game no longer encourage or require this style of play for the average gamer. It was very difficult in earlier editions to (especially 3e) to play in any other way. We managed it (barely and sub-optimally) because we hated the idea of the 15 minute day. But there were few house rules that could be implemented (aside from re-writing the game system) that could remove the problem.
These are just a couple of examples, but I believe we're seeing less fear mongering and more reality based concern about how 4e will represent individual styles and tastes. That's good. Honest discussion of the rules and how they can be tweaked to suit gaming style is IMO what the 4e forum should be about.
It seems that most of the fears folks have expressed over the coming of 4e have proven to be false. That said, there have been a few things posted since DDE that IMO represent real concerns over the rule set's compatibility with individual style of play.
1) Lack of rules for grievous or significant wounds.
This is not a concern that I have, since I usually find it annoying to have characters laid up for a long time recuperating. It's always been one of the problems I've had in modern games. It may be realistic, but it impedes the flow of the story - and in some cases can break suspension of disbelief. If one character needs several weeks of recovery, doesn't it make sense for the rest of the group to press on, without him (especially if time is of the essence)?
However, it would seem easy enough to house rule. I know that some folks will say why should I have to house rule X? IME most games use some house rules. The standard rules do not always reflect the exact style or flavor that a particular group is looking for.
Of the suggestions so far, I like the idea of tracking the HP from CON separately. Let it heal at a much slower rate, such as 1 point per extended rest (or day). You could even penalize the character by 1 healing surge per 2 points of such grievous damage. Magical healing could repair this damage normally. IMO character should only experience this kind of grievous damage once their other, more cinematic, HP have been lost. The old Chaosium game Superworld worked this way.
2) The designers have replaced the 15 minute day with four 15 minute days.
I believe that this could be a problem with some groups. If players like to expend all of their big resources early on, and refuse to continue adventuring until they have recovered all of their abilities, the result will be just what these posters fear. However, it would seem to me that the mechanics of the game no longer encourage or require this style of play for the average gamer. It was very difficult in earlier editions to (especially 3e) to play in any other way. We managed it (barely and sub-optimally) because we hated the idea of the 15 minute day. But there were few house rules that could be implemented (aside from re-writing the game system) that could remove the problem.
These are just a couple of examples, but I believe we're seeing less fear mongering and more reality based concern about how 4e will represent individual styles and tastes. That's good. Honest discussion of the rules and how they can be tweaked to suit gaming style is IMO what the 4e forum should be about.