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<blockquote data-quote="Henry" data-source="post: 4454883" data-attributes="member: 158"><p>Four Words: <strong>John MacClane</strong>, and <strong>Rocky Balboa</strong>. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>I had a problem with healing surges initially, but shortly realized how pedantic I was being, given how unrealistic hit points have been since at the very least 3rd edition. The healing rates for the amount of damage a character took and healed naturally in 4e was phenomenal, and 4e just made it even more phenomenal. When I realized it wasn't that much of a stretch from healing completely in one night versus healing completely in three to five nights, it didn't bug me as much.</p><p></p><p>It bugged me even less when I started thinking about the effects of non-critical injuries (that is, injuries that don't involve vital organs) on human beings in real life; someone who is shot in the arm, say, or stabbed in the shoulder just might go down from the shock and pain of the wound, only to get back up a few seconds later; they wouldn't be all right, but with immediate field treatment (stop blood loss, apply astringents, etc.) they might be able to keep going a little while longer, and adrenaline might even get them combat-able if their lives are threatened. In real life, of course, we also have insta-kill shots, but in D&D physics, those don't happen very often.</p><p></p><p>So 4e by default is very cinematic in nature, being the province of <em>Die Hard</em> or <em>Rocky </em>than <em>Aliens </em>or <em>No Country for Old Men</em>.</p></blockquote><p></p>
[QUOTE="Henry, post: 4454883, member: 158"] Four Words: [B]John MacClane[/B], and [B]Rocky Balboa[/B]. :) I had a problem with healing surges initially, but shortly realized how pedantic I was being, given how unrealistic hit points have been since at the very least 3rd edition. The healing rates for the amount of damage a character took and healed naturally in 4e was phenomenal, and 4e just made it even more phenomenal. When I realized it wasn't that much of a stretch from healing completely in one night versus healing completely in three to five nights, it didn't bug me as much. It bugged me even less when I started thinking about the effects of non-critical injuries (that is, injuries that don't involve vital organs) on human beings in real life; someone who is shot in the arm, say, or stabbed in the shoulder just might go down from the shock and pain of the wound, only to get back up a few seconds later; they wouldn't be all right, but with immediate field treatment (stop blood loss, apply astringents, etc.) they might be able to keep going a little while longer, and adrenaline might even get them combat-able if their lives are threatened. In real life, of course, we also have insta-kill shots, but in D&D physics, those don't happen very often. So 4e by default is very cinematic in nature, being the province of [I]Die Hard[/I] or [I]Rocky [/I]than [I]Aliens [/I]or [I]No Country for Old Men[/I]. [/QUOTE]
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