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<blockquote data-quote="TwoSix" data-source="post: 5711182" data-attributes="member: 205"><p>I don't think it's particularly the same, other than that the timing issues share some similarity. To my perception, reordering combat due to interrupts seems different than taking an action on your turn that negates the validity of a previously described action.</p><p></p><p>The 4e conundrum (such as it is) goes like this:</p><p></p><p>DM: The orc's attack gashes you across the abdomen for 27 damage!</p><p>Player1: Ahh, I'm down to -7! I'm bleeding out! I need help!</p><p>DM: Mwahaahaa! The axe blow is making your guts out onto the stony ground!</p><p>Player2 (a warlord): No, you will not die! I use my Valorous Cry (or some other warlord power) to allow Player1 to spend a healing surge.</p><p>DM: Ok, Player1, you're back at 22 HP.</p><p>Player1: So are my guts still hanging out?</p><p>DM: Yes, but you're so bad-ass you just don't care. The warlord has inspired you to press on.</p><p>Player1: Bwuh? (Player1 immediately uses smartphone to make a post about lack of realism in 4e).</p><p></p><p>The problem is, many players believe that negative HPs are debilitating injuries, and no amount of inspiration is going to make you get up from that. So the 4e healing that is based on "action movie physics" simply doesn't work for them. Ergo, you can't narrate attacks in 4e as being debilitating, which leads to a narrowing of the narrative space.</p><p></p><p>Having all healing be magical healing allows gruesome injuries to occur with frequency because you can maintain a feeling of "reality" (without magic, injuries don't heal for a few days) without the actual drawbacks of not having healing (wait, we have to wait 2 weeks before we can adventure).</p></blockquote><p></p>
[QUOTE="TwoSix, post: 5711182, member: 205"] I don't think it's particularly the same, other than that the timing issues share some similarity. To my perception, reordering combat due to interrupts seems different than taking an action on your turn that negates the validity of a previously described action. The 4e conundrum (such as it is) goes like this: DM: The orc's attack gashes you across the abdomen for 27 damage! Player1: Ahh, I'm down to -7! I'm bleeding out! I need help! DM: Mwahaahaa! The axe blow is making your guts out onto the stony ground! Player2 (a warlord): No, you will not die! I use my Valorous Cry (or some other warlord power) to allow Player1 to spend a healing surge. DM: Ok, Player1, you're back at 22 HP. Player1: So are my guts still hanging out? DM: Yes, but you're so bad-ass you just don't care. The warlord has inspired you to press on. Player1: Bwuh? (Player1 immediately uses smartphone to make a post about lack of realism in 4e). The problem is, many players believe that negative HPs are debilitating injuries, and no amount of inspiration is going to make you get up from that. So the 4e healing that is based on "action movie physics" simply doesn't work for them. Ergo, you can't narrate attacks in 4e as being debilitating, which leads to a narrowing of the narrative space. Having all healing be magical healing allows gruesome injuries to occur with frequency because you can maintain a feeling of "reality" (without magic, injuries don't heal for a few days) without the actual drawbacks of not having healing (wait, we have to wait 2 weeks before we can adventure). [/QUOTE]
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