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Really Really Bloodied ?
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<blockquote data-quote="DreamChaser" data-source="post: 4096679" data-attributes="member: 1190"><p>realism =/= fun</p><p></p><p>plus...as I posted in another thread (one as it turns out it was off topic for...my bad for misreading the post):</p><p></p><p>"HP loss does not equal physical damage" This has always been the case in D&D, with each edition doing its own version of hand waving about it. Finally in 4e we have the system actually supporting the hand waving.</p><p></p><p>And since HP loss does not equal physical damage (see above), healing completely after 6 hours is not some amazing miracle: it is the benefit of resting a tired body and mind.</p><p></p><p>You might ask, "What about 'bloodied?' Isn't that proof that HP loss IS equal to physical damage?"</p><p></p><p>Actually it is proof of the opposite. If all HP loss was physical damage, having a bloodied condition would make no sense because any HP loss would cause you to be blooded. Instead, this shows that by the time you are at about 50% HP, you've dodged and parried enough that you are tired and have probably gotten a bloody nose or cut on your arm or other minor (but obvious) injury. This injury spurs on some blood thirsty creatures (like tieflings) but has little effect beyond that.</p><p></p><p>So, again, HP loss is not equal to physical damage and so non-magical healing surges and the restorative benefits of a night's rest make perfect sense.</p><p></p><p>Things like lava (which is insta-death now) fit it with this...as does falling (it is either going to effectively kill you (drop you into the negatives) or you heroically roll with it) bear up well with this explanation.</p><p></p><p>Since the more tired the fighter gets, the more desperate he likely becomes, adrenaline (or similar) becomes a valid factor and the lack of penalties is still believable for me.</p><p></p><p>That said, YMMV. Some people like the added realism (and downward spiral) that condition tracks provide, as each successive hit reduces your efficacy and increases your chance of taking another hit. </p><p></p><p>I don't. Thus, realism =/= fun.</p><p></p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 4096679, member: 1190"] realism =/= fun plus...as I posted in another thread (one as it turns out it was off topic for...my bad for misreading the post): "HP loss does not equal physical damage" This has always been the case in D&D, with each edition doing its own version of hand waving about it. Finally in 4e we have the system actually supporting the hand waving. And since HP loss does not equal physical damage (see above), healing completely after 6 hours is not some amazing miracle: it is the benefit of resting a tired body and mind. You might ask, "What about 'bloodied?' Isn't that proof that HP loss IS equal to physical damage?" Actually it is proof of the opposite. If all HP loss was physical damage, having a bloodied condition would make no sense because any HP loss would cause you to be blooded. Instead, this shows that by the time you are at about 50% HP, you've dodged and parried enough that you are tired and have probably gotten a bloody nose or cut on your arm or other minor (but obvious) injury. This injury spurs on some blood thirsty creatures (like tieflings) but has little effect beyond that. So, again, HP loss is not equal to physical damage and so non-magical healing surges and the restorative benefits of a night's rest make perfect sense. Things like lava (which is insta-death now) fit it with this...as does falling (it is either going to effectively kill you (drop you into the negatives) or you heroically roll with it) bear up well with this explanation. Since the more tired the fighter gets, the more desperate he likely becomes, adrenaline (or similar) becomes a valid factor and the lack of penalties is still believable for me. That said, YMMV. Some people like the added realism (and downward spiral) that condition tracks provide, as each successive hit reduces your efficacy and increases your chance of taking another hit. I don't. Thus, realism =/= fun. DC [/QUOTE]
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