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General Tabletop Discussion
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Hit Points & Healing Surges Finally Explained!
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<blockquote data-quote="Herremann the Wise" data-source="post: 4636322" data-attributes="member: 11300"><p>I agree and disagree with both of you.</p><p></p><p>I have not looked back at your examples but for my own example, I would say that the 4E system suits the episodic play of something like the Conan tales. Even being crucified with circling birds is not enough to kill Conan. And in fact, natural healing or assisted non-magical healing is definitely the way in just about all the fantasy novels I have read. Compare this to Clerical healing that dominates previous editions of the game and I think the basis of what you are saying is true.</p><p></p><p>However, it is the pace of this natural/assisted healing that takes it into "supers" territory. While with the crutch of divine magic, such speed is understandable, I think a similar speed for non-magical healing is a little wacky, or "supers" if you prefer. However, if you slow this natural side down to a more "normal" rate, then you have the disparity in healing of previous editions which is not what they were trying to promote in 4E in gamist terms.</p><p></p><p>The fact that a character can heal from any injury to tippy top condition within a day puts a strange timespan on the healing process. The logical conclusion is that either:</p><p>- You never receive a severe injury in the game unless you die from it (which jives with Mearls's advice to never describe an injury that the warlord can't "heal"), or</p><p>- Healing in the default world is at an extremely rapid state compared to "normal". [Or if you will a mix of the two.]</p><p>I'm not the biggest fan of this situation being the baseline in terms of the rules. There have been several fixes for this suggested which seem to work though.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 4636322, member: 11300"] I agree and disagree with both of you. I have not looked back at your examples but for my own example, I would say that the 4E system suits the episodic play of something like the Conan tales. Even being crucified with circling birds is not enough to kill Conan. And in fact, natural healing or assisted non-magical healing is definitely the way in just about all the fantasy novels I have read. Compare this to Clerical healing that dominates previous editions of the game and I think the basis of what you are saying is true. However, it is the pace of this natural/assisted healing that takes it into "supers" territory. While with the crutch of divine magic, such speed is understandable, I think a similar speed for non-magical healing is a little wacky, or "supers" if you prefer. However, if you slow this natural side down to a more "normal" rate, then you have the disparity in healing of previous editions which is not what they were trying to promote in 4E in gamist terms. The fact that a character can heal from any injury to tippy top condition within a day puts a strange timespan on the healing process. The logical conclusion is that either: - You never receive a severe injury in the game unless you die from it (which jives with Mearls's advice to never describe an injury that the warlord can't "heal"), or - Healing in the default world is at an extremely rapid state compared to "normal". [Or if you will a mix of the two.] I'm not the biggest fan of this situation being the baseline in terms of the rules. There have been several fixes for this suggested which seem to work though. Best Regards Herremann the Wise [/QUOTE]
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