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Hit Points & Healing Surges Finally Explained!
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<blockquote data-quote="Celebrim" data-source="post: 4630952" data-attributes="member: 4937"><p>That's part of it, but if we want an explanation I think we can find there is more to it than that. The explanation is based on the same sort of logic that applies to sports. If an expert billards player, fuseball player, or badminton player inspects the equipment, he'll find more to complain about than a rank novice. That's because, with perfect equipment he's better able to perfectly cause the ball or shuttlecock obey his will. Because of this, even the most minor imperfections in the equipment will be noticed and rued. But the novice, used to the ball or shuttlecock behaving to a large extent randomly anyway, will not notice or care about these problems.</p><p></p><p>I would say that 'traditionally' the portion of hitpoints attributable to wounds (as opposed to the larger portion that represents the ability to avoid or mitigate wounds) represents in Conan not just the ability to soak up greater damage, but the finer degree to which Conan feels the limitations of his injured body compared to when it is perfectly healthy in comparison to the less keenly honed warrior. Sure, Conan can tough it out through more wounds, but toughing it out is not the same as being in prime condition. Not only that, but he's more fit than a less well honed warrior. Your average person might not find much difference in lifestyle between a couple weeks of rest and what they normally do, but Conan must recover even from the rest to make himself fit again for the rigors of his wild life.</p><p></p><p>Of course, you could always say, "Well that's not perfectly realistic." or "That's a pretty thin explanation.", and I agree fully. That brings us back to where we started at, the recognition that D&D has always been pretty far removed from 'realism', that 4e more fully embrassed that than any edition thus far, and that if anything that was fully the opposite of the problems I had with the system.</p><p></p><p>I understand that most people haven't ever played D&D in a more sandbox, simulationist, fully emmersive style and probably wouldn't enjoy it if they did, but 4e basically came out and said, "If you were playing that way, and no one was, then you were playing it wrong. We decided that D&D was only fun played in our way, and well 3e wasn't very fun played in our way, so we made a game that was fun when played our way." Which is fine, and you have to respect the tight focus of the design and how everything integrates with everything else from a purely designer perspective, but I have no interest in running or playing the game.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4630952, member: 4937"] That's part of it, but if we want an explanation I think we can find there is more to it than that. The explanation is based on the same sort of logic that applies to sports. If an expert billards player, fuseball player, or badminton player inspects the equipment, he'll find more to complain about than a rank novice. That's because, with perfect equipment he's better able to perfectly cause the ball or shuttlecock obey his will. Because of this, even the most minor imperfections in the equipment will be noticed and rued. But the novice, used to the ball or shuttlecock behaving to a large extent randomly anyway, will not notice or care about these problems. I would say that 'traditionally' the portion of hitpoints attributable to wounds (as opposed to the larger portion that represents the ability to avoid or mitigate wounds) represents in Conan not just the ability to soak up greater damage, but the finer degree to which Conan feels the limitations of his injured body compared to when it is perfectly healthy in comparison to the less keenly honed warrior. Sure, Conan can tough it out through more wounds, but toughing it out is not the same as being in prime condition. Not only that, but he's more fit than a less well honed warrior. Your average person might not find much difference in lifestyle between a couple weeks of rest and what they normally do, but Conan must recover even from the rest to make himself fit again for the rigors of his wild life. Of course, you could always say, "Well that's not perfectly realistic." or "That's a pretty thin explanation.", and I agree fully. That brings us back to where we started at, the recognition that D&D has always been pretty far removed from 'realism', that 4e more fully embrassed that than any edition thus far, and that if anything that was fully the opposite of the problems I had with the system. I understand that most people haven't ever played D&D in a more sandbox, simulationist, fully emmersive style and probably wouldn't enjoy it if they did, but 4e basically came out and said, "If you were playing that way, and no one was, then you were playing it wrong. We decided that D&D was only fun played in our way, and well 3e wasn't very fun played in our way, so we made a game that was fun when played our way." Which is fine, and you have to respect the tight focus of the design and how everything integrates with everything else from a purely designer perspective, but I have no interest in running or playing the game. [/QUOTE]
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