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<blockquote data-quote="Manbearcat" data-source="post: 6289576" data-attributes="member: 6696971"><p>The relevant contention I was addressing was the two-fold bit on this:</p><p></p><p></p><p></p><p>This is invoking the real world physiology and psychology of traumatic injuries. The first contention is incorrect. People do typically die when they are struck with a sword a single time (especially in the periods relevant to their usage). Whether it be due to vasovagal response, blood pressure loss triggering unconsciousness, or being rendered lame and the feedback response. The second contention is considering the current era only instead of comparing it to, say the American Civil War and WWI. There have been considerable studies about the rise of the ratio of maimed, wounded and incapacitated - due to what I cited upthread - versus casualties in modern warfare.</p><p></p><p>But to your point (which wasn't addressing the real world contentions I was disputing), including powerful magical rituals and spells, yes, I would say that post-injury treatment in your classic high fantasy setting is certainly advanced and much more available than your classic dark age or middle age. Whether it is prolific enough to exceed modern medicine (in terms of total number of lives saved), I'm not so sure about that. Is a few miracles more impressive than 100 lives saved due to penicillin or proper triage? I guess that depends on who you ask.</p><p></p><p></p><p></p><p>Interesting (and I've certainly played through some pretty terrible injuries myself) but aberrant and not illustrative of standard trauma implications while in the middle of a martial contest (warfare or sport). If a tough guy gets his calf or achilles torn by greater than 50 %, he is effectively lame. If his bicep tendon/muscle or labram tears, he can't wield a weapon/shield/implement with any level of effectiveness. If his blood pressure drops dramatically in a few short moments, he will lose consciousness. Death will follow shortly thereafter where he either bleeds out or is killed (in warfare).</p><p></p><p>But again, as I'm sure you know by now, I don't use HP to model trauma nor the restoration of trauma. They are entirely insufficient to the task and we've had (and are having) dozens of threads disputing their base intentions/functionality as a facilitator of TTRPG play. Further, as I'm sure you know as well, I'm not interested in simulating process in my play. I'm interested in emulating genre. My D&D is a lot closer to Indiana Jones than it is Band of Brothers. So I'm not disputing any of this on the grounds of "what should be for D&D". I'm just disputing on the basis of their framing by the user (in the invocation of real world physiology and psychology when it comes to in-situ, field trauma) and then the subsequent, erroneous extrapolation about the D&D HP model being coherent with those ideas.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6289576, member: 6696971"] The relevant contention I was addressing was the two-fold bit on this: This is invoking the real world physiology and psychology of traumatic injuries. The first contention is incorrect. People do typically die when they are struck with a sword a single time (especially in the periods relevant to their usage). Whether it be due to vasovagal response, blood pressure loss triggering unconsciousness, or being rendered lame and the feedback response. The second contention is considering the current era only instead of comparing it to, say the American Civil War and WWI. There have been considerable studies about the rise of the ratio of maimed, wounded and incapacitated - due to what I cited upthread - versus casualties in modern warfare. But to your point (which wasn't addressing the real world contentions I was disputing), including powerful magical rituals and spells, yes, I would say that post-injury treatment in your classic high fantasy setting is certainly advanced and much more available than your classic dark age or middle age. Whether it is prolific enough to exceed modern medicine (in terms of total number of lives saved), I'm not so sure about that. Is a few miracles more impressive than 100 lives saved due to penicillin or proper triage? I guess that depends on who you ask. Interesting (and I've certainly played through some pretty terrible injuries myself) but aberrant and not illustrative of standard trauma implications while in the middle of a martial contest (warfare or sport). If a tough guy gets his calf or achilles torn by greater than 50 %, he is effectively lame. If his bicep tendon/muscle or labram tears, he can't wield a weapon/shield/implement with any level of effectiveness. If his blood pressure drops dramatically in a few short moments, he will lose consciousness. Death will follow shortly thereafter where he either bleeds out or is killed (in warfare). But again, as I'm sure you know by now, I don't use HP to model trauma nor the restoration of trauma. They are entirely insufficient to the task and we've had (and are having) dozens of threads disputing their base intentions/functionality as a facilitator of TTRPG play. Further, as I'm sure you know as well, I'm not interested in simulating process in my play. I'm interested in emulating genre. My D&D is a lot closer to Indiana Jones than it is Band of Brothers. So I'm not disputing any of this on the grounds of "what should be for D&D". I'm just disputing on the basis of their framing by the user (in the invocation of real world physiology and psychology when it comes to in-situ, field trauma) and then the subsequent, erroneous extrapolation about the D&D HP model being coherent with those ideas. [/QUOTE]
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