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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5970230" data-attributes="member: 710"><p>Possible explanations: </p><p></p><ol> <li data-xf-list-type="ol">What wound? There was no wound, yo uwere just really tired but your comrade inspired you.</li> <li data-xf-list-type="ol">Oh, that wound. Yeah, it hurts a lot, but Bob the Warlord is right, we have to fight on! I can lie down when I am dead.</li> </ol><p></p><p>4E almost requires you to give up the idea that hit points = meat. If you can do that, you're fine, if you can't, I cannot really help you.</p><p></p><p>And no, being "hit" by a weapon may cause "damage", but that term is just a shorthand for exhaustion, bruises, injuries and all other stuff that takes the fight out of you.</p><p></p><p>If it was really physical damage in any edition of D&D, you would have to deal with stuff like gangrene or tetanus infections, and being slowed down by injures.</p><p></p><p>Hit Points either are videogamey on their own, or they are abstractions.</p><p></p><p></p><p>That just suggests that you need to rest earlier so you still have spells to deal with those wandering monsters. Also, if I am not resting, what am I doing instead? Fighting the non-wandering monsters in the dungeon? Am I expected to expend spells doing that or not? So if I fight monsters and NPCs for 12 hours and decide now it's time for a rest, does that mean I am still full of spells somehow so I can deal with those wanderings monsters? Or do they they not bother me since afte rall I did my mandatory 12 hour shift of adventuring and deserve a rest and every decent evil wandering monster respects that?</p><p></p><p></p><p>How does this work in a more open-ended game, a sand bax or hex crawl or whatever, where the players set their goals? How many of those are time-boxed? </p><p></p><p></p><p>How fast do you think new traps can be made? Undead creation usually costs resources, how much has the enemy? Do you just handwave it? Ambushes just tend to mean that you create another 15 minute workday, if they actually work. And you can make ambushes even on a 12 hour workday - just get your damn dungeon organized, evil mastermind, and don't just let the party stroll through room by room!</p><p></p><p></p><p>That's what I mean - don'T cast spells at forces you can't handle. You'll usually get away with that, but you don't get Meteor Swarms for it either. </p><p></p><p></p><p>The trick is to not get hurt. That means rapidly defeat your enemies thanks to your high initiative, and to be armored heavily and generally use all the tricks at your disposal. Fact is, if you amount something like a moderate wound (in 3E at least), you cannot fight effectively anymore.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5970230, member: 710"] Possible explanations: [LIST=1] [*]What wound? There was no wound, yo uwere just really tired but your comrade inspired you. [*]Oh, that wound. Yeah, it hurts a lot, but Bob the Warlord is right, we have to fight on! I can lie down when I am dead. [/LIST] 4E almost requires you to give up the idea that hit points = meat. If you can do that, you're fine, if you can't, I cannot really help you. And no, being "hit" by a weapon may cause "damage", but that term is just a shorthand for exhaustion, bruises, injuries and all other stuff that takes the fight out of you. If it was really physical damage in any edition of D&D, you would have to deal with stuff like gangrene or tetanus infections, and being slowed down by injures. Hit Points either are videogamey on their own, or they are abstractions. That just suggests that you need to rest earlier so you still have spells to deal with those wandering monsters. Also, if I am not resting, what am I doing instead? Fighting the non-wandering monsters in the dungeon? Am I expected to expend spells doing that or not? So if I fight monsters and NPCs for 12 hours and decide now it's time for a rest, does that mean I am still full of spells somehow so I can deal with those wanderings monsters? Or do they they not bother me since afte rall I did my mandatory 12 hour shift of adventuring and deserve a rest and every decent evil wandering monster respects that? How does this work in a more open-ended game, a sand bax or hex crawl or whatever, where the players set their goals? How many of those are time-boxed? How fast do you think new traps can be made? Undead creation usually costs resources, how much has the enemy? Do you just handwave it? Ambushes just tend to mean that you create another 15 minute workday, if they actually work. And you can make ambushes even on a 12 hour workday - just get your damn dungeon organized, evil mastermind, and don't just let the party stroll through room by room! That's what I mean - don'T cast spells at forces you can't handle. You'll usually get away with that, but you don't get Meteor Swarms for it either. The trick is to not get hurt. That means rapidly defeat your enemies thanks to your high initiative, and to be armored heavily and generally use all the tricks at your disposal. Fact is, if you amount something like a moderate wound (in 3E at least), you cannot fight effectively anymore. [/QUOTE]
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