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Schroedinger's Wounding (Forked Thread: Disappointed in 4e)
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4561695" data-attributes="member: 710"><p>Well, on some level yes, on some level not. I think it should be possible to make a sandbox work with 6 hour rest periods just as well as 24 hour rest periods or 48 hour rest periods. </p><p></p><p>But I also believe that one of the biggest time factors should be travel times, not bed rest. (Speaking of Teleport - that of course would be very disruptive, too.) Interestingly, it seems the 4E shared my thoughts - healing happens over night, Long-Range teleportation is difficult to achieve, limited and reserved for higher levels.</p><p></p><p></p><p>But I still don't understand how you actually deal with Clerics healing people in a day or less, or Wizards teleporting (or the Cleric Wind Walking) the party to its destination. </p><p></p><p>I don't see how it is relevant that theoretically the Fighter might never get healed in 24 (or 6) hours if on his own, when practically he is never on his own and will be healed by the party's Cleric or other magical healing in short time. What's stopping the sandbox player from using a Wand of Cure Light Wounds or the parties Cleric to get him his hit points back? </p><p></p><p>I ask this specifically because I know that a lot of the design decisions made to 4E are based on how the game is actually played and avoiding the rules first pretending something different and then still providing all the tools to play that way. There is no "standard buff spell list I cast in the morning or upon entering the dungeon" in 4E, because they just confuse the issue, by giving you first your "regular" stats and then adding some extra abilities that you will have on you all the time, making the regular stats irrelevant except maybe for introducing some math (errors).</p><p></p><p>So, similarly, yeah, theoretically healing should take days or weeks, but people would just use a Cleric or magical items to heal themselves to full hp over a short time period. So, away with that nonsense of slow natural healing. Handwave it, explain it with wounds still visible but overcome by moral or pain resistance, or performing some healing ritual, it doesn't matter, the end effect is the same - the party is up and running the next day, whether you have full hit point recovery as RAW or not.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4561695, member: 710"] Well, on some level yes, on some level not. I think it should be possible to make a sandbox work with 6 hour rest periods just as well as 24 hour rest periods or 48 hour rest periods. But I also believe that one of the biggest time factors should be travel times, not bed rest. (Speaking of Teleport - that of course would be very disruptive, too.) Interestingly, it seems the 4E shared my thoughts - healing happens over night, Long-Range teleportation is difficult to achieve, limited and reserved for higher levels. But I still don't understand how you actually deal with Clerics healing people in a day or less, or Wizards teleporting (or the Cleric Wind Walking) the party to its destination. I don't see how it is relevant that theoretically the Fighter might never get healed in 24 (or 6) hours if on his own, when practically he is never on his own and will be healed by the party's Cleric or other magical healing in short time. What's stopping the sandbox player from using a Wand of Cure Light Wounds or the parties Cleric to get him his hit points back? I ask this specifically because I know that a lot of the design decisions made to 4E are based on how the game is actually played and avoiding the rules first pretending something different and then still providing all the tools to play that way. There is no "standard buff spell list I cast in the morning or upon entering the dungeon" in 4E, because they just confuse the issue, by giving you first your "regular" stats and then adding some extra abilities that you will have on you all the time, making the regular stats irrelevant except maybe for introducing some math (errors). So, similarly, yeah, theoretically healing should take days or weeks, but people would just use a Cleric or magical items to heal themselves to full hp over a short time period. So, away with that nonsense of slow natural healing. Handwave it, explain it with wounds still visible but overcome by moral or pain resistance, or performing some healing ritual, it doesn't matter, the end effect is the same - the party is up and running the next day, whether you have full hit point recovery as RAW or not. [/QUOTE]
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