Scribble
First Post
No. (Not only no, but this is almost exactly the opposite of what I said).
Then maybe we're misunderstanding eachother in some way?
No. (Not only no, but this is almost exactly the opposite of what I said).
But it would be even more fun if it was also a good idea to play the unarmed non-warrior type guy. That's the thing.Because it's fun?![]()
Then maybe we're misunderstanding eachother in some way?
Failing to explain that wounding is being disjointed from mechanics, though, is a flaw. If that is what was intended.
Sorry to belabour the point but I think it has been generally accepted in previous editions that if a character gets "hit" into the negatives, it has been a physical injury that has done it. 4E clouds the definition of hit points but examples given in the 4E book use physical damage (otyugh slam) and continually express characters taking damage. As I said, it is fair enough conclusion still that it is physical damage that has forced a character into the negatives the majority of the time. As such is it just a problem of narration?It may or may not be easier to work on that premise, but I've been arguing about it because it was suggested (and no, I can't find a quote to support that directly) that 4e was causing this problem by something in the rules.Herremann the Wise said:Now you make the obvious point here that narratively, the abstract definition of hit points opens up a plethora of suitable, interesting and imaginative interpretations. However, how many of these narrative interpretations could conceivably kill a heroic character? Is it not easier to work on the premise that in most cases in combat, that if a character is dropped into unconsciousness and is forced to start making death saves that it was a physical injury that caused it?
I maintain that there is nothing in the rules about "hp loss = physical damage" or "regaining hp = curing of physical damage", and therefore Quantum Wounding is a non-issue.
I disagree. The rules guide you down the physical injury path as I showed above, but as you say, it is up to the player's and DM to narrate around this to avoid quantum wounding.Tallarn said:Therefore any Quantum Wounding problems are happening because the players & DM are choosing to have them at the table, not because of the rules.
From how I'm reading my 4E rules, the problem is caused by how the rules are explicitly and implicitly presented mixed with how groups have typically played in previous editions. You can either tepidly narrate against it or you can just use the neutral "you take x points of damage" and leave it at that; or you can describe the wound that has knocked a character unconscious and describe the character getting back up to unhindered health the next day (which bothers some) and introduces the Schroedinger's wounding conundrum.Tallarn said:I don't deny that the problem CAN exist, nor do I wish to tell people how to play their game. I do, however, object to the idea that it's something in the 4e rules that is causing this problem.
Sorry to belabour the point but I think it has been generally accepted in previous editions that if a character gets "hit" into the negatives, it has been a physical injury that has done it.
Another way to do this is to allow my own personal recollection of such information to substitute for the vague and unreliable information my character possesses. In which case, it's up to the DM to make sure that this information is, in fact, incomplete and occasionally unreliable.
And if you're playing a very dumb character that should in all rights have a hard time remembering his own name let alone as much as you might remember about the MM?
And if you're playing a very dumb character that should in all rights have a hard time remembering his own name let alone as much as you might remember about the MM?
Aside from that, the real issue is it seems to disqualify the idea of "Smart Play."
Smart play according to Raven indicates you should attack with a silvered weapon, because it says so in the MM. To not attack with a silvered weapon would be unsmart.
But you also know the DM might have changed it so that silvered weapons heal the lycantrhope... So now the "Smart" action becomes the unsmart action.
So really there's no smart play at all because every action is equally valid depending upon the DM's mood.
The same would be true with HPs. The smart action is to continue on because you're at full HPs depsite narration being difefrent. But the DM might have changed it, so maybe the smart option is now to rest up and heal your wounds.
Typically, I'm not playing such a character. Particularly not in D&D, and even moreso in 4E where standard generation has a minimum Int of 8. But if I were, it might make more sense to use the first option for that character.
It still is "smart play" in option 2, for the same reason that attacking a small creature's Fort instead of Reflex defense is smart play. The fact that information is potentially unreliable does not make it completely unreliable.
I'm generally fine with the statistics of creatures that my character does not have reliable information on being changed to reflect the fact that my information in the game is sometimes unreliable. Once my character has reliable information on such creatures, I generally expect that to stop.
Likewise with healing.