Jameson Courage. Hey, if you don't want to play, there's nothing forcing you to hit that submit button. You've repeatedly claimed that 4e narrows the narrative set. Either put your money where your mouth is or don't take the challenge. No skin off my nose.
Ha
That's okay, Hussar. I'll get to the infection momentarily. That's playing, isn't it?
(Side note: I said it narrows narrative paths in regards to healing. I want that to be clear.)
But, constantly whining about how the challenge is "rigged" is off topic and I'd appreciate it if you'd stop spamming my thread. You want to talk about what you want to talk about, the Start Thread button is right there. Otherwise, step up to the plate. Let's see examples of these narrative wounds that I cannot narrate in 4e.
Well, first, please don't call my input whining. It's incorrect, and insulting.
Secondly, I'm not spamming your thread, and I think what I'm talking about is on topic. However, if this were my thread, I'd like the ability to have some control over the topic, so if you want me to bow out, just let me know, and I'll leave.
Third, I've mentioned the types of wounds that can be modeled in in 3.X that can't be modeled in 4e...
in this thread. The infection that disables you for days is one. I'll expand in a moment on that.
Yeah, I read it. That's the point, you stand up after a day or so of being in negative and the infection sets in. Ok, how do you model "infection"? Does Cure Disease remove it? How do I heal it?
No, infection sets in pretty much right away (obviously not with the sword swing, but soon afterwards).
0 hours: You move to your friend, the party Fighter, healing some of his wounds with your
Cure spell. Things are hectic, and you're doing everything you can to stay out of the thick of it and keep your companions up. You're moving to your friend, the party Rogue, when you're hit by a troll, and pass out due to the shock of the wound and blood loss. You're now at -5, and bleeding out. You get stabilized (we'll say at -6); the party Wizard has patched you up. That night, your condition worsens, as infection has struck.
24 hours: However, the wound itself is healing. You go from -6 to -5 overnight, but the party isn't safe, and they keep you moving, slowly, on a makeshift gurney (no full bed rest for you). You're unconscious, body shut down to recover from the blood loss and wound, and down due to the infection. You have a high fever, and you won't do well if left to your own devices. You spend another night on the road.
48 hours: You continue to heal, and your companions continue to patch up your wounds. You're now at -4. The wound is patched, and it will heal with time. However, the party is still concerned: you haven't even come to consciousness yet. You've mumbled in your sleep, but it's incomprehensible. They continue to travel, hoping to get you to a town in time.
72 hours: They've traveled for three days with you now. You're at -3. The party is starting to worry more, because even though the wound is healing nicely, you don't seem to be getting much better. They've been doing what they can to treat your fever, but they want to get you into professional care. The party makes camp again, hoping to get to a town with healing magic soon.
96 hours: The party notices that you've gained consciousness, and hope springs to life. You're at -2. Hope is short-lived, however: you're calling out nonsense, asking for people who aren't there, and who the party doesn't know. You're drifting in and out of consciousness, consumed by the infection, completely oblivious to your surroundings. You're delirious, and you won't remember any of this later. Towards the end of the day, the party comes across a small town, about a day from a major village. They stop in town, and pay a surgeon to look over your wounds. He compliments your party on their vigilant care, and takes you in for the night, the party giving him some gold for his services.
120 hours: You wake up on and off throughout the day, still delirious, spending the entire day in bed, the surgeon and the party waiting on you hand and foot. With the surgeon's care, and a nice day off the road to rest, the infection begins to break. Your injury is healing nicely: the wound is tender and pink, but you'll definitely make a full recovery. You end the day at 0 hit points.
144 hours: You're weak when you awake. You have aches all over, but you want to stand. The party is ecstatic to see their friend conscious, alive, and able to comprehend them. You throw a few good-natured insults their way so that they know you're okay, and to hide the weakness. You sit up, but they make you stay in bed today. You pray at noon, when the sun rules the sky, gathering your prayers, and garnering the blessing of the Shining One, whom you almost met in person. One hour after noon, you cast a spell upon yourself:
Cure. You fill a gentle wave wash over your body, and your aches subside, and your fever is broken. You fill almost brand new again, and the party is all around joyful. You thank the surgeon, giving him some coin, and assisting him for the rest of the day in his duties. You promise to help him any way you can in the future; a promise you make to your party as well.
168 hours: You stand today, as good as new (well, one minor
Cure later, at least). You set forth with your party, resolved to help them in any way you can for saving your life.
All told, it took about five days of recovery, including a day of complete bed rest, and a magical Cure spell. It would have lasted another eight days without the magic (no bed rest, as the party moved on, then you walked around rather than wait in bed), as you slowly recovered from the beating your body took, but with strength and reflexes returning each day.
The narrative difference between a long term wound and a short term wound is clear to me. It creates tension, and it creates a story.
/edit to add
Or maybe we're back in Heisenberg territory. We can only get infections if there is no cleric nearby to heal them? If there's a cleric in the party, we can never get infections, since that would interact with a new set of rules - the Cure Disease rules. And, how come I only get infections from wounds if I drop below 0 hp? That's some pretty specific infection mechanics right there.
You can get infected with a magical healer in the party if the wound isn't healed (natural healing). If you use a Cure spell, it also heals the infection (the infection represents HP damage, after all). And, you can always get an infection that isn't disabling from hit point damage. I have 50 hit points, I took 30 damage, and only heal 5 per day. You can say that this is a minor infection -enough to sap some strength, but not enough to disable you.
Plus, once again, you're getting into the realism range again. "Why does it only work like this?" Well, because the game works with abstract mechanics. What it does do, however, is allow a narrative range that allows death, serious wounds, and light wounds. I think to say otherwise is demonstrably untrue.
At that, go ahead and show me how the long term wound I've outlined is possible in 4e. If it's not, do you agree that the long term vs. short term healing disconnect between the editions means that 4e narrows narrative opportunities when it comes to wound recovery? If you don't think so, why not?
As always, play what you like
