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Is the Real Issue (TM) Process Sim?
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<blockquote data-quote="pemerton" data-source="post: 6260088" data-attributes="member: 42582"><p>I don't know the module, but I've used this sort of setup (injured NPCs who need healing) in my 4e game.</p><p></p><p>It rests upon a couple of assumptions. One is an assumption about action resolution, namely that the action resolution rules whereby combat is resolved don't model all the possible outcomes that might occur to people in the fiction. So no PC ever has his/her arm broken in combat; but broken arms can still occur. (And a GM could impose one on a PC as a consequence of a failed skill challenge or skill check in the right circumstances - you would use the disease track to model it mechanically.) I think Gygax saw hit point similarly in classic D&D - I don't think he assumed that every peg-legged sailor in Greyhawk had been hit by a Sword of Sharpness or a Staff of Withering, even though the actual combat resolution mechanics don't permit the infliction of that sort of injury without using a powerful magic item.</p><p></p><p>The second assumption is a mechanical one: namely, that healing a broken arm or similar ailment requires the 8th level ritual Remove Affliction.</p><p></p><p>Any combat system that relies on hit points will mean that, in the fiction, people can suffer injuries that can't be the result of the mechanics. Heck, even crit systems have this issue: there is no mechanical way in RQ or RM, for instance, to cut off someone's finger, but I wouldn't let that stop me narrating an NPC who lost a finger in a sword fight. It just means that our resolution systems aren't total models of all the possibilities within the gameworld. They're doing a different job (namely, resolving the situations the players put their PCs into).</p><p></p><p>As to the night's sleep issue: as I mentioned 4e has a simple and versatile way of handling lingering afflictions, namely, the disease/curse track.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6260088, member: 42582"] I don't know the module, but I've used this sort of setup (injured NPCs who need healing) in my 4e game. It rests upon a couple of assumptions. One is an assumption about action resolution, namely that the action resolution rules whereby combat is resolved don't model all the possible outcomes that might occur to people in the fiction. So no PC ever has his/her arm broken in combat; but broken arms can still occur. (And a GM could impose one on a PC as a consequence of a failed skill challenge or skill check in the right circumstances - you would use the disease track to model it mechanically.) I think Gygax saw hit point similarly in classic D&D - I don't think he assumed that every peg-legged sailor in Greyhawk had been hit by a Sword of Sharpness or a Staff of Withering, even though the actual combat resolution mechanics don't permit the infliction of that sort of injury without using a powerful magic item. The second assumption is a mechanical one: namely, that healing a broken arm or similar ailment requires the 8th level ritual Remove Affliction. Any combat system that relies on hit points will mean that, in the fiction, people can suffer injuries that can't be the result of the mechanics. Heck, even crit systems have this issue: there is no mechanical way in RQ or RM, for instance, to cut off someone's finger, but I wouldn't let that stop me narrating an NPC who lost a finger in a sword fight. It just means that our resolution systems aren't total models of all the possibilities within the gameworld. They're doing a different job (namely, resolving the situations the players put their PCs into). As to the night's sleep issue: as I mentioned 4e has a simple and versatile way of handling lingering afflictions, namely, the disease/curse track. [/QUOTE]
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