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Salvageable Innovations from 4e for Nonenthusiasts
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<blockquote data-quote="Herremann the Wise" data-source="post: 5599516" data-attributes="member: 11300"><p>The important thing here is that by expanding the scope of what hit points represent, you expand the number of things that can help restore them. I think this is a good thing for hit points.</p><p></p><p>They have only taken a damaging hit if they die from it, otherwise it is a wound light enough that it will be inconsequential the following day. I think this is 4e big failure in not fully separating hit points as they and you present (and that I think is good) and physical damage. Physical damage is not restored as quickly as all the other things that hit points represent and so physical damage <strong><em><u>must </u></em></strong>be treated separately if you wish to have consistency in the narrative and simulation of a spectrum of injury.</p><p></p><p>I agree with what you are saying here and think this a really neat thing, except when the warlord yells enough at an unconscious comrade and they start getting up after potentially taking a killing blow and thus your suggestion:</p><p>And again we run into the problem of not separating physical damage and hit points. Why cannot someone who is injured still be motivated by the warlord to hold the line one more time? Just because a creature is bloodied shouldn't stop the warlord's inspiring word from working (although you would assume unconsciousness would). I suppose the fix is: while they are above zero (what we houseruled for 4e), but even then you still have the central issue of either you are dead, or perfectly fine the next day. There is no in between.</p><p></p><p>And so I am definitely in the camp of liking how 4e took hit points to the next level (fleshing out how they were described in previous editions) but not liking how hit points works with the other pieces. Like mmadsen, I think the only way to correct this is to separate physical damage from hit point loss and calling healing surges: "combat surges" or just plain surges. In that way, it makes sense using combat surges as a usable currency for alternative uses other than healing.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5599516, member: 11300"] The important thing here is that by expanding the scope of what hit points represent, you expand the number of things that can help restore them. I think this is a good thing for hit points. They have only taken a damaging hit if they die from it, otherwise it is a wound light enough that it will be inconsequential the following day. I think this is 4e big failure in not fully separating hit points as they and you present (and that I think is good) and physical damage. Physical damage is not restored as quickly as all the other things that hit points represent and so physical damage [B][I][U]must [/U][/I][/B]be treated separately if you wish to have consistency in the narrative and simulation of a spectrum of injury. I agree with what you are saying here and think this a really neat thing, except when the warlord yells enough at an unconscious comrade and they start getting up after potentially taking a killing blow and thus your suggestion: And again we run into the problem of not separating physical damage and hit points. Why cannot someone who is injured still be motivated by the warlord to hold the line one more time? Just because a creature is bloodied shouldn't stop the warlord's inspiring word from working (although you would assume unconsciousness would). I suppose the fix is: while they are above zero (what we houseruled for 4e), but even then you still have the central issue of either you are dead, or perfectly fine the next day. There is no in between. And so I am definitely in the camp of liking how 4e took hit points to the next level (fleshing out how they were described in previous editions) but not liking how hit points works with the other pieces. Like mmadsen, I think the only way to correct this is to separate physical damage from hit point loss and calling healing surges: "combat surges" or just plain surges. In that way, it makes sense using combat surges as a usable currency for alternative uses other than healing. Best Regards Herremann the Wise [/QUOTE]
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