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<blockquote data-quote="Andor" data-source="post: 4080553" data-attributes="member: 1879"><p>Those of us on the simulationist side of the gamer spectrum, those of us who think that the rules must reflect a reality that those in the game world are aware of, that abstract hitpoints are absurd because they fail the "does that make sense" test on the basis of falling, and fire, and rider effects, and touch attacks, etc....</p><p></p><p>We've been having some trouble getting our heads around the healing rules in 4e, and I think I've come up with a solution, that I at least can work with. It's not that HP are abstract and no blood has been shed until the final stroke, quite the opposite. Each loss of HP is an actual wound, and the character <em>is</em> near death at 1 or 2 HP <strong>but</strong> it's not death from a critical injury like a severed artery or punctured kidney, it's cumulative fatigue, shock, and bloodloss. So conversely when a charater has been (nonmagically) healed after a 6 hour rest, it's not that all his wounds have cleanly healed into smooth scars, instead he is still covered in bandages. But! All his wounds have been cleanly bound, he has his wind back, the shock is gone, and he has replaced his lost fluids. It's not that the wounds are gone, but they no longer hamper him enough to be reflected by the game system. </p><p></p><p>One could argue against the realism of a game where all wounds are flesh wounds, but so what? Until D&D has a system for loss of limbs and eyes, why worry about internal organs? </p><p></p><p>Anyway, thinking about it this way, I can internalize 4e a bit better. What do you think?</p></blockquote><p></p>
[QUOTE="Andor, post: 4080553, member: 1879"] Those of us on the simulationist side of the gamer spectrum, those of us who think that the rules must reflect a reality that those in the game world are aware of, that abstract hitpoints are absurd because they fail the "does that make sense" test on the basis of falling, and fire, and rider effects, and touch attacks, etc.... We've been having some trouble getting our heads around the healing rules in 4e, and I think I've come up with a solution, that I at least can work with. It's not that HP are abstract and no blood has been shed until the final stroke, quite the opposite. Each loss of HP is an actual wound, and the character [i]is[/i] near death at 1 or 2 HP [b]but[/b] it's not death from a critical injury like a severed artery or punctured kidney, it's cumulative fatigue, shock, and bloodloss. So conversely when a charater has been (nonmagically) healed after a 6 hour rest, it's not that all his wounds have cleanly healed into smooth scars, instead he is still covered in bandages. But! All his wounds have been cleanly bound, he has his wind back, the shock is gone, and he has replaced his lost fluids. It's not that the wounds are gone, but they no longer hamper him enough to be reflected by the game system. One could argue against the realism of a game where all wounds are flesh wounds, but so what? Until D&D has a system for loss of limbs and eyes, why worry about internal organs? Anyway, thinking about it this way, I can internalize 4e a bit better. What do you think? [/QUOTE]
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