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<blockquote data-quote="Herremann the Wise" data-source="post: 5712613" data-attributes="member: 11300"><p>And thus why it is simply easier to never describe a serious wound in 4e (not wanting to hang oneself on that rope) and thus you end up with a narrative different to what one may be used to ending up with in previous editions (except of course for the disconnect when you DO have a "narratively unexpected" fatality; a definite disconnect between mechanics and flavour for some playstyles).</p><p></p><p>I think previous posts pretty much answer in detail and with specific examples your question here. While this specific issue is easily enough addressed by a couple of simple house rules (including your glancing to the healing player suggestion) that erase the issues involved (giving an enhanced experience in my opinion over 3.x), if this situation is combined with other "gamist" elements of 4e (minions, relative DCs, non-magical dailies [which were also an issue in 3.x but not to the same degree], non-Euclidean movement, more granular/restrictive character options with hard-coded roles, and various others), then you may end up with groups of gamers who have played most editions of D&D not wishing to make the effort to bash 4e into some semblance of what they were used to doing. 4e certainly split our group down the middle and only those of us that embraced the "different style" of playing continue to play it regularly along with Pathfinder, 3.5 and Traveller.</p><p></p><p>And so it might seem fair to say that while this highly specific issue IS an issue for some groups, it is most likely just one of many such issues and thus why some people make a bigger deal out of it than perhaps makes sense for gamers whose playstyle is directly supported by the current D&D ruleset.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5712613, member: 11300"] And thus why it is simply easier to never describe a serious wound in 4e (not wanting to hang oneself on that rope) and thus you end up with a narrative different to what one may be used to ending up with in previous editions (except of course for the disconnect when you DO have a "narratively unexpected" fatality; a definite disconnect between mechanics and flavour for some playstyles). I think previous posts pretty much answer in detail and with specific examples your question here. While this specific issue is easily enough addressed by a couple of simple house rules (including your glancing to the healing player suggestion) that erase the issues involved (giving an enhanced experience in my opinion over 3.x), if this situation is combined with other "gamist" elements of 4e (minions, relative DCs, non-magical dailies [which were also an issue in 3.x but not to the same degree], non-Euclidean movement, more granular/restrictive character options with hard-coded roles, and various others), then you may end up with groups of gamers who have played most editions of D&D not wishing to make the effort to bash 4e into some semblance of what they were used to doing. 4e certainly split our group down the middle and only those of us that embraced the "different style" of playing continue to play it regularly along with Pathfinder, 3.5 and Traveller. And so it might seem fair to say that while this highly specific issue IS an issue for some groups, it is most likely just one of many such issues and thus why some people make a bigger deal out of it than perhaps makes sense for gamers whose playstyle is directly supported by the current D&D ruleset. Best Regards Herremann the Wise [/QUOTE]
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