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What are your problems with Healing/Dying mechanics in 4E
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<blockquote data-quote="Dausuul" data-source="post: 5050347" data-attributes="member: 58197"><p>And BLEEDING TO DEATH.</p><p></p><p>I get the whole "handwave the injuries" business. But the PC is lying there <em>literally dying</em>. Artery slashed open. Bleeding out. Seconds to live. Then the warlord yells at him and he stops dying, gets up and jumps back in the fray. And he's fine from then on.</p><p></p><p>Now, there are ways to work this so it's sorta believable, mostly involving a "spiritual" definition of hit points, or a big ol' helping of meta-narrative wherein you retroactively decide whether the PC was dying or not based on whether the warlord got to him in time. I used to spend a lot of time on ENWorld propounding the spiritual hit point approach (the meta-narrative solution would absolutely kill immersion for me).</p><p></p><p>But the more I play 4E, the more trouble I have glossing it over. And the more annoyed I get that WotC makes up mechanics that require such mental contortions to justify - and then can't even be bothered to do the contorting themselves, leaving it up to us to figure out.</p><p></p><p>(...And as I think about it, my proposed solution earlier in the thread wouldn't actually help with this part. Warlords being able to stop people dying with an inspiring word just doesn't work for me no matter how I slice it.)</p><p></p><p></p><p></p><p>One word: Minions. I have watched a bard kill several minions in rapid succession by yelling insults at them. They had not been touched by any physical attack.</p><p></p><p>Once again, I could probably contort myself into a mental pretzel until I found a way to make it work. I don't think I should have to do that, though. I should not need a block and tackle to suspend my disbelief.</p><p></p><p></p><p></p><p>If a character crouches down over an unconscious foe and spends six seconds sawing on that foe's unprotected throat with a dagger, I don't think it's too much to ask that the foe should die most of the time. Even in combat.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5050347, member: 58197"] And BLEEDING TO DEATH. I get the whole "handwave the injuries" business. But the PC is lying there [i]literally dying[/i]. Artery slashed open. Bleeding out. Seconds to live. Then the warlord yells at him and he stops dying, gets up and jumps back in the fray. And he's fine from then on. Now, there are ways to work this so it's sorta believable, mostly involving a "spiritual" definition of hit points, or a big ol' helping of meta-narrative wherein you retroactively decide whether the PC was dying or not based on whether the warlord got to him in time. I used to spend a lot of time on ENWorld propounding the spiritual hit point approach (the meta-narrative solution would absolutely kill immersion for me). But the more I play 4E, the more trouble I have glossing it over. And the more annoyed I get that WotC makes up mechanics that require such mental contortions to justify - and then can't even be bothered to do the contorting themselves, leaving it up to us to figure out. (...And as I think about it, my proposed solution earlier in the thread wouldn't actually help with this part. Warlords being able to stop people dying with an inspiring word just doesn't work for me no matter how I slice it.) One word: Minions. I have watched a bard kill several minions in rapid succession by yelling insults at them. They had not been touched by any physical attack. Once again, I could probably contort myself into a mental pretzel until I found a way to make it work. I don't think I should have to do that, though. I should not need a block and tackle to suspend my disbelief. If a character crouches down over an unconscious foe and spends six seconds sawing on that foe's unprotected throat with a dagger, I don't think it's too much to ask that the foe should die most of the time. Even in combat. [/QUOTE]
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What are your problems with Healing/Dying mechanics in 4E
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