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<blockquote data-quote="JamesonCourage" data-source="post: 5707692" data-attributes="member: 6668292"><p>We've once again reached a place where it's okay to use a healing surge as a heroic way to ignore wounds you've taken, but you're not able to be heroic enough to heal for a few days and be mobile before most other people are able to.</p><p></p><p>It's beginning to feel repetitive and like something that isn't going to be grasped at best, and purposefully disingenuous and misleading at worst. It's not about complete realism. It's about having the mechanic leave the narrative opportunity for long term or short term wounds. I don't care if a PC gets knocked out for a few days before he heroically gets up and moves around without penalty. This is similar to using a healing surge to heroically ignore wounds.</p><p></p><p>But honestly, you can do a lot with blood loss and an infection. Blood loss for unconsciousness (and potentially bleeding out), and an infection that keeps you down for a few days (unconscious, or conscious but delirious). The infection eases, you get up, still injured but heroically pressing through it. You'll go down in one hit, because you can't take much punishment, but as a hero, you're ignoring most of the injuries (like a healing surge lets you).</p><p></p><p>This is why I say it's one-sided treatment. Healing surges are potentially heroically brushing aside the pain and wound, but getting up after days is too far (for some reason I can't understand). It's perfectly believable for healing surges to work, but not for healing naturally and being injured but ignoring penalties.</p><p></p><p>This call for complete realism being applied to one side, and the other side is getting the pass because it's "heroic". Let's apply both evenly, please. If you want heroism in your 4e, allow it to work in pre-4e wound healing. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5707692, member: 6668292"] We've once again reached a place where it's okay to use a healing surge as a heroic way to ignore wounds you've taken, but you're not able to be heroic enough to heal for a few days and be mobile before most other people are able to. It's beginning to feel repetitive and like something that isn't going to be grasped at best, and purposefully disingenuous and misleading at worst. It's not about complete realism. It's about having the mechanic leave the narrative opportunity for long term or short term wounds. I don't care if a PC gets knocked out for a few days before he heroically gets up and moves around without penalty. This is similar to using a healing surge to heroically ignore wounds. But honestly, you can do a lot with blood loss and an infection. Blood loss for unconsciousness (and potentially bleeding out), and an infection that keeps you down for a few days (unconscious, or conscious but delirious). The infection eases, you get up, still injured but heroically pressing through it. You'll go down in one hit, because you can't take much punishment, but as a hero, you're ignoring most of the injuries (like a healing surge lets you). This is why I say it's one-sided treatment. Healing surges are potentially heroically brushing aside the pain and wound, but getting up after days is too far (for some reason I can't understand). It's perfectly believable for healing surges to work, but not for healing naturally and being injured but ignoring penalties. This call for complete realism being applied to one side, and the other side is getting the pass because it's "heroic". Let's apply both evenly, please. If you want heroism in your 4e, allow it to work in pre-4e wound healing. As always, play what you like :) [/QUOTE]
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