Grossout
First Post
Dausuul said:...also, why are there two separate terms? What's the difference between a "second wind" used in combat, and a "healing surge" used out of combat?
...I've been trying to figure this out as well. Anyone?
Dausuul said:...also, why are there two separate terms? What's the difference between a "second wind" used in combat, and a "healing surge" used out of combat?
Because losing 25 guts sounds.... splattery.Campbell said:Why wouldn't you use a more visceral word like 'guts', 'vigor' or 'resolve' and drop the whole 'points' thing ?
Second Wind is a standard action you can take once per encounter that allows you to use a Healing Surge and gives you a +2 bonus to Defenses for a short while. There are likely other mechanisms tied to Second Wind as well.Dausuul said:...also, why are there two separate terms? What's the difference between a "second wind" used in combat, and a "healing surge" used out of combat?
Grossout said:...I've been trying to figure this out as well. Anyone?
HP don't track all injuries, they track injuries that determine your ability to stay functional. Being at full HP doesn't tell you anything about your character's appearance (cuts, bruises, burns, etc) it just tells you that those minor physical conditions don't matter in terms of his ability to survive.Dausuul said:That still doesn't make much sense. Healing simply doesn't work that fast. Even if your only injuries are scratches and bruises, it'll be a day or two before they heal, minimum. A deeper cut could take weeks. Such injuries may not affect you once the fight is over, but they haven't healed.
A Second Wind is a healing surge you can activate yourself, while under the stress of combat, without resting. A healing surge used out of combat is triggered by resting.Dausuul said:...also, why are there two separate terms? What's the difference between a "second wind" used in combat, and a "healing surge" used out of combat?
Dausuul said:That still doesn't make much sense. Healing simply doesn't work that fast. Even if your only injuries are scratches and bruises, it'll be a day or two before they heal, minimum. A deeper cut could take weeks. Such injuries may not affect you once the fight is over, but they haven't healed.
Dausuul said:...also, why are there two separate terms? What's the difference between a "second wind" used in combat, and a "healing surge" used out of combat?
rkwoodard said:I have just decide how to view hitpoints (it has only taken me 22ish years). ZERO Does not equal Death.
You do not take any physical damage of note till you hit zero. Zero is not dead, never was. Zero is simply the point at which you can not help yourself anymore. You are either unconsious, or lying there watching your guts spill out. It is literally that last blow that has fully penetrated your defenses and "opened you up".
If you are not at zero, even at 1, you have no noteworthy injuries. So, rest will do just fine.
RK
Gary could define them all he liked, but in reality Hit Points means "Hits To Kill" and really are nothing more than that; anything else, at best, was self-delusion (and more often is outright fraud). The rules of the game model nothing other than literal damage capacity, due to the interaction of the rules for attacks, injury, healing and follow-on effects like poisons or Bane weapons- and they always have. What you see is what you get, and the majority of gamers--tabletop or electronic--understand them as such, treat them as such, and believe them to be such. Gary's sophistry couldn't change that, and no one after him did either; this is why 4.0 had to make such radical changes to how Hit Points worked, for the design team (at some level) grokked this and acted accordingly.JohnSnow said:Unless, you know, one actually read the First Edition Dungeon Master's Guide, where Gary discussed the notion of "hit points as actual damage" (on, I believe, page 82) using phrases like:
"...completely unreasonable to assume a human being could survive a dozen sword blows"
"Hit point represent a combination of toughness, grit, resolve, divine favor, luck and stamina..."
"the physical and metaphysical peak of 100 hit points"
I could find the actual quotes yet again, but suffice it to say that this notion that hit points are actual damage has been thoroughly debunked since at least First Edition.
The only amazing thing is that it took this long for someone to decide that you ought to be able to recover fully with a day's rest, rather than a week, thus eliminating the absolute necessity of magical healing. In the "real world," serious injuries take months to heal, so clearly hit points have never been that. Claiming otherwise is disingenuous. It took longer under 1st-Edition, but there's hardly an appreciable difference between Third Edition's 3 days, and Fourth's one night, except that Fourth simultaneously does away with the tyranny of magical healing.
Besides, realistically in Third, if the adventure was over, your cleric just burned his daily spell selection making everybody instantly better. Which is SO much more realistic. (Again...where's that "rolleyes" smilie?)...
Hit points are a nice, playable game abstraction for what happens when someone scores a "hit." They're what determines whether that "hit" is serious. They could have called them luck points, heroic luck, vigor, grit or something else, but Hit Points is what Gary decided to call them, so hit points they remain.