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Schroedinger's Wounding (Forked Thread: Disappointed in 4e)
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4555141" data-attributes="member: 710"><p>RC is from the school of thought that if the rules say I am at full hit points and has no mechanic indicating that my character might be tired or wounded, then the charcter is not tired or wounded. </p><p></p><p>And pretending to be tired or wounded is not "smart play", because you are not using your characters full capacities. Satisfying play would expect me to rest, smart play says I absolutely shouldn't do that because my character is fine and I am just wasting my characters time (which is a resource inside the game world.)</p><p></p><p>---</p><p>Using the 4E hit point / healing surge system, the easiest way to avoid any "narrative" inconsistencies is to never narrate any hit point damage as real, physical damage, until the damage actually kills someone. You still need some ambiguity in your narration when your a 0 hit points and rolling death saves (that's where "Schrödingers Wounding" might be unavoidable - until observed by either death or survival, you don't know what the state of the character is).</p><p></p><p>I can live with that. I can also live with the idea that I don't really know if my character still looks a little injured or scarred when at full hit points and full healing surges. But not everyone can. And it's jarring for sandbox play, because you can't determine which is actually true using the mechanics and thus smart play means you never have to rest, while satisfying play would demand it occassionally.</p><p></p><p>---</p><p></p><p>Here is yet another idea for sandbox play.</p><p>Every encounter a character is bloodied or reduced to 0 hit points, the character gains one "injury token". For every two injury token acquired, a character regains one healing surge less on an extended rest, or loses his still available highest level daily power (players choice). (Wizards can't concentrate well enough, Fighters muscles are too sore and injuries keep bothering them).</p><p>Each extended rest, you lose one injury token. If you spend an entire day (24 hours) only with light activity, you regain two injury tokens. </p><p>A character with a number of injury tokens equal to twice his number of healing surges cannot regain any hit points beyond his bloodied value, and dies on his second failed death saving throw.</p><p></p><p>Optionally: As a first level Healing Ritual (1 hour, 25 gp) removes one injury token.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4555141, member: 710"] RC is from the school of thought that if the rules say I am at full hit points and has no mechanic indicating that my character might be tired or wounded, then the charcter is not tired or wounded. And pretending to be tired or wounded is not "smart play", because you are not using your characters full capacities. Satisfying play would expect me to rest, smart play says I absolutely shouldn't do that because my character is fine and I am just wasting my characters time (which is a resource inside the game world.) --- Using the 4E hit point / healing surge system, the easiest way to avoid any "narrative" inconsistencies is to never narrate any hit point damage as real, physical damage, until the damage actually kills someone. You still need some ambiguity in your narration when your a 0 hit points and rolling death saves (that's where "Schrödingers Wounding" might be unavoidable - until observed by either death or survival, you don't know what the state of the character is). I can live with that. I can also live with the idea that I don't really know if my character still looks a little injured or scarred when at full hit points and full healing surges. But not everyone can. And it's jarring for sandbox play, because you can't determine which is actually true using the mechanics and thus smart play means you never have to rest, while satisfying play would demand it occassionally. --- Here is yet another idea for sandbox play. Every encounter a character is bloodied or reduced to 0 hit points, the character gains one "injury token". For every two injury token acquired, a character regains one healing surge less on an extended rest, or loses his still available highest level daily power (players choice). (Wizards can't concentrate well enough, Fighters muscles are too sore and injuries keep bothering them). Each extended rest, you lose one injury token. If you spend an entire day (24 hours) only with light activity, you regain two injury tokens. A character with a number of injury tokens equal to twice his number of healing surges cannot regain any hit points beyond his bloodied value, and dies on his second failed death saving throw. Optionally: As a first level Healing Ritual (1 hour, 25 gp) removes one injury token. [/QUOTE]
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