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<blockquote data-quote="JamesonCourage" data-source="post: 5713592" data-attributes="member: 6668292"><p>I think you're missing his point on this front (I don't want to say deliberately, because I think you're trying to have a constructive discussion on this).</p><p></p><p>He was pointing out that while recovery was background, there was also a <em>recovery time</em>. This recovery time was not overnight, and could take a few days to a few weeks. Knowing this, he was saying that 3.X came closer (1-14 days ish) than 4e (1 day).</p><p></p><p><strong>Description Argument</strong></p><p>This is the very point I was trying to make in the healing surge thread that this spun off of. That there is more narrative paths in a system that allows for down time. It had nothing to do with description, and Hussar directing it to that topic missed my point (and, considering that he's ignored my post asking him to even <em>acknowledge</em> my point, I think it was deliberate).</p><p></p><p><strong>Realism Argument</strong></p><p>When I say that I dislike wounds that don't always heal overnight, I don't want it for realism reasons. I want it for the narrative path it provides. It allows the setting to evolve during the downtime (which is the same reason I don't like long distance teleports and the like, and 3.X failed miserably for me here). However, even though I've expressed it's not about realism (as have BryonD and BedrockGames), we keep getting that argument. We're okay with the heroes heroically ignoring wound penalties. We don't need it to attempt to perfectly simulate a real long term wound.</p><p></p><p><strong>Narrative Paths and the Evolving Setting</strong></p><p>I've been trying to point out (to what feels like deaf ears) that the "narrative space" Hussar keeps talking about is in the option to let the setting evolve based on length of injury, not in description of wounds. We just keep getting directed to "realism" arguments or "description" arguments that just don't address the "narrative space" argument I've tried to make.</p><p></p><p><strong>Long Recovery Time Argument</strong></p><p>People have also tried to argue about getting knocked out of the action for a long time. "What would <em>The Dark Knight</em> have been like if Batman had been injured within the first 20 minutes and spent 80 minutes recovering?" and the like. Even with a wound that takes 7 days to heal, you can still skim over the healing process relatively quickly. Recovery time glossed over, more time for heroics, just like what you wanted out of the game. Now, however, more things in the world may have happened, which is what I'd like to see as an option.</p><p></p><p><strong>Corner Case Argument</strong></p><p>People also claim it's a corner case in the game, and that isn't true either (it's playing into the "description" argument, mostly). Any wound that takes a few days to heal when no magical medical aid is available can be very significant. And, as I've said before, I've probably seen a significant change in plans due to recovery time 8-10 times in in my game in the past year. This is not a corner case for me, and labeling it as so after I've expressed that it isn't just won't convince me. You'll need to demonstrate how it is a corner case, and if the argument leads back to the "description" argument, I'm just not going to see it, because it's missing the point of the "narrative path" argument I've been making.</p><p></p><p><strong>My Main Point</strong></p><p>I'd really like people to acknowledge the point being made here about narrative paths and the evolving setting.</p><ul> <li data-xf-list-type="ul">Description isn't an issue.</li> <li data-xf-list-type="ul">Realism isn't an issue.</li> <li data-xf-list-type="ul">Having to be bored while waiting out recovery time isn't an issue.</li> <li data-xf-list-type="ul">This isn't a corner case to my group.</li> <li data-xf-list-type="ul">Having narrative possibilities stripped away because every wound heals overnight and the setting is never given time to evolve based off of those wounds like previous editions allowed is the issue.</li> </ul><p></p><p>But that's just my issue. And I've dealt with it. However, as it came up in discussion, saying "well, it's not really an issue" just does nothing for me. It was, and I had to deal with it. I get that it's not for many others. At least acknowledge the point as valid, because it is. 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: 5713592, member: 6668292"] I think you're missing his point on this front (I don't want to say deliberately, because I think you're trying to have a constructive discussion on this). He was pointing out that while recovery was background, there was also a [I]recovery time[/I]. This recovery time was not overnight, and could take a few days to a few weeks. Knowing this, he was saying that 3.X came closer (1-14 days ish) than 4e (1 day). [B]Description Argument[/B] This is the very point I was trying to make in the healing surge thread that this spun off of. That there is more narrative paths in a system that allows for down time. It had nothing to do with description, and Hussar directing it to that topic missed my point (and, considering that he's ignored my post asking him to even [I]acknowledge[/I] my point, I think it was deliberate). [B]Realism Argument[/B] When I say that I dislike wounds that don't always heal overnight, I don't want it for realism reasons. I want it for the narrative path it provides. It allows the setting to evolve during the downtime (which is the same reason I don't like long distance teleports and the like, and 3.X failed miserably for me here). However, even though I've expressed it's not about realism (as have BryonD and BedrockGames), we keep getting that argument. We're okay with the heroes heroically ignoring wound penalties. We don't need it to attempt to perfectly simulate a real long term wound. [B]Narrative Paths and the Evolving Setting[/B] I've been trying to point out (to what feels like deaf ears) that the "narrative space" Hussar keeps talking about is in the option to let the setting evolve based on length of injury, not in description of wounds. We just keep getting directed to "realism" arguments or "description" arguments that just don't address the "narrative space" argument I've tried to make. [B]Long Recovery Time Argument[/B] People have also tried to argue about getting knocked out of the action for a long time. "What would [I]The Dark Knight[/I] have been like if Batman had been injured within the first 20 minutes and spent 80 minutes recovering?" and the like. Even with a wound that takes 7 days to heal, you can still skim over the healing process relatively quickly. Recovery time glossed over, more time for heroics, just like what you wanted out of the game. Now, however, more things in the world may have happened, which is what I'd like to see as an option. [B]Corner Case Argument[/B] People also claim it's a corner case in the game, and that isn't true either (it's playing into the "description" argument, mostly). Any wound that takes a few days to heal when no magical medical aid is available can be very significant. And, as I've said before, I've probably seen a significant change in plans due to recovery time 8-10 times in in my game in the past year. This is not a corner case for me, and labeling it as so after I've expressed that it isn't just won't convince me. You'll need to demonstrate how it is a corner case, and if the argument leads back to the "description" argument, I'm just not going to see it, because it's missing the point of the "narrative path" argument I've been making. [B]My Main Point[/B] I'd really like people to acknowledge the point being made here about narrative paths and the evolving setting. [LIST] [*]Description isn't an issue. [*]Realism isn't an issue. [*]Having to be bored while waiting out recovery time isn't an issue. [*]This isn't a corner case to my group. [*]Having narrative possibilities stripped away because every wound heals overnight and the setting is never given time to evolve based off of those wounds like previous editions allowed is the issue.[/LIST] But that's just my issue. And I've dealt with it. However, as it came up in discussion, saying "well, it's not really an issue" just does nothing for me. It was, and I had to deal with it. I get that it's not for many others. At least acknowledge the point as valid, because it is. As always, play what you like :) [/QUOTE]
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