Sir_Darien
First Post
I, like most gamers not fortunate enough to be playtesting 4e, was chomping at the bit to get info on the mechanics of how 4e games were going to be different than the 3-3.5 gamers I've enjoyed for the past 8 years. With the D&D Experience a few weeks ago and trickle of leaked information since then the community now has an idea of what the environment in 4e is going to look like. Over the days of the DDXP and ever since then I have scoured the net for all the 4e crunch I could find. Thank you, guy who made the mini-PHB, for making me have wasted my time
At first I was very excited about the changes, granted I had my little gripes and nitpicks here and there: I thought the 1-square diagonals thing was kind of dumb and didn't like the idea of the fudgy DMs out there being able to stun me at will by saying they rolled a 20 vs my will, but I still had an overwhelmingly positive response to what I saw. The combat setup in particular, with no more bogging down for the fighter to swing a billion times, and the cleric ceasing to be little more than a mobile positive energy font impressed me and made me eager to see the full game this June.
Don't get me wrong, I haven't become a "4e hater", but now that the shine has worn off, I feel there are some elements to the mechanics that are going to hurt the believability of the game.
Healing surges are a wonderful mechanical tool. They allow the cleric to be more than just the healer, while still providing extra healing if that is what he chooses to do. They allow the fighter to stay on his feet when he needs the extra hp, and allow the game to be more forgiving of a bad die roll or a tactical blunder by any character. Only one problem, they don't make any sort of real life sense.
If someone comes around and beats you to inches from unconsiousness, you can't take 20 minutes to use 4 healing surges and a few short rests to be back to feeling fine. No one can. Characters in 4e can no longer be hurt, only killed. They can be knocked out, but provided someone can wake them up and they still have healing surges they'll be fine in 20 minutes, tops. It just seems silly. Now I know that the real-world explanation that we're going to get is that the "Second Wind" action is just like we think of it in real life. When we say a boxer or fighter gets a second wind, we mean that he's ignoring the fatigue and injury sustained thus far in the fight in order to aggressively pursue a victory versus his opponent. Okay, second wind kind of makes sense... Only problem is that once the fight is over, that boxer is still battered and bruised, and probably needs time before he's ready to fight again. In short, he's injured.
I really think 4e games could use a SIMPLE mechanic to address this. Some small penalty to attacks or defenses until your next extended rest after being knocked out would be effective, cumulative ko's = cumulative penalty.
Also the bloodied condition doesn't seem to really do anything other that allow you to use some abilities and be targeted by some other ones. This is the same sort of problem as we had in 3e-3.5 games when the figher was at 1/250 hit points and just full attacked swinging for the fences to kill his opponent (without even a dent in his offensive capability). Being bloodied should impose a penalty of some kind, you're banged up after all.
All this said I think 4e will still be a better tactical game than 3e-3.5, I'm just worried about it becoming more miniatures game than an RPG. Don't get me wrong, I like my battlemat, I just want to see the combat being part of the roleplaying, not the roleplaying being that annoying stuff in between combats.
At first I was very excited about the changes, granted I had my little gripes and nitpicks here and there: I thought the 1-square diagonals thing was kind of dumb and didn't like the idea of the fudgy DMs out there being able to stun me at will by saying they rolled a 20 vs my will, but I still had an overwhelmingly positive response to what I saw. The combat setup in particular, with no more bogging down for the fighter to swing a billion times, and the cleric ceasing to be little more than a mobile positive energy font impressed me and made me eager to see the full game this June.
Don't get me wrong, I haven't become a "4e hater", but now that the shine has worn off, I feel there are some elements to the mechanics that are going to hurt the believability of the game.
Healing surges are a wonderful mechanical tool. They allow the cleric to be more than just the healer, while still providing extra healing if that is what he chooses to do. They allow the fighter to stay on his feet when he needs the extra hp, and allow the game to be more forgiving of a bad die roll or a tactical blunder by any character. Only one problem, they don't make any sort of real life sense.
If someone comes around and beats you to inches from unconsiousness, you can't take 20 minutes to use 4 healing surges and a few short rests to be back to feeling fine. No one can. Characters in 4e can no longer be hurt, only killed. They can be knocked out, but provided someone can wake them up and they still have healing surges they'll be fine in 20 minutes, tops. It just seems silly. Now I know that the real-world explanation that we're going to get is that the "Second Wind" action is just like we think of it in real life. When we say a boxer or fighter gets a second wind, we mean that he's ignoring the fatigue and injury sustained thus far in the fight in order to aggressively pursue a victory versus his opponent. Okay, second wind kind of makes sense... Only problem is that once the fight is over, that boxer is still battered and bruised, and probably needs time before he's ready to fight again. In short, he's injured.
I really think 4e games could use a SIMPLE mechanic to address this. Some small penalty to attacks or defenses until your next extended rest after being knocked out would be effective, cumulative ko's = cumulative penalty.
Also the bloodied condition doesn't seem to really do anything other that allow you to use some abilities and be targeted by some other ones. This is the same sort of problem as we had in 3e-3.5 games when the figher was at 1/250 hit points and just full attacked swinging for the fences to kill his opponent (without even a dent in his offensive capability). Being bloodied should impose a penalty of some kind, you're banged up after all.
All this said I think 4e will still be a better tactical game than 3e-3.5, I'm just worried about it becoming more miniatures game than an RPG. Don't get me wrong, I like my battlemat, I just want to see the combat being part of the roleplaying, not the roleplaying being that annoying stuff in between combats.
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