First off, I apologize for taking me so long to reply. It's been busy in Gaerek's world.

Having said that, I'm enjoying our little conversation. I'm gaining a lot of insight here. I appreciate that.
Actually, in 3.5, here's what it says in the PHB:
It's clear to me, in the opening sentence, that what hit points represent isn't a variety of factors, like it had been explained in past editions. Personally, I think the reason for this change in 3.X was that hit points had never been treated differently than how 3.X describes them. That is, a "poison, injury" hits you no matter how much hit points you have, as long as I deal 1 damage. Why is that? Because the game treats HP as meat, and 3.X acknowledged it. 4e is closer to the roots of the game by switching back, but it's another direct change away from 3.X that a lot of people took subtle but important notice of, because the implications are large.
Please correct me if I have the wrong understanding, but I always took the second part of the sentance, the "...and the ability to turn a serious blow into a less serious one." to fall under the perview of everything I mentioned. It's the idea that, "Man, that was going to be a hard hit, but I got lucky and sidestepped at the right time!" or "Good thing that sword only glanced off my armor, or I'd be in a world of hurt right now!" In essense, it covers the "...physical health, mental health, endurance, vitality, ability to mitigate damage, glancing blows, luck, etc." that I mentioned in my last post. I will agree that 4e went further than 3.x, but 3.x HP's were still very abstract and did not completely mean physical wounds.
Um, I'd argue that the more abstraction you have, the less it could potentially interfere with game play. That's why we have an increasing number of games go rules "lite" on us, really. It says, "here are some very basic, abstract rules. Now, we won't bog you down in the little stuff. Wing it, and enjoy the game instead of looking up rules." I don't like rules "lite" games too much, but I certainly see the appeal. And they rely heavily on abstraction.
Good point. I didn't think about it like that. I suppose that this is another issue of extremes.
That all makes sense to me. It doesn't reflect my group, but hey, tastes differ, and I'm okay with that. Tear stuff up with your group.
Again, to be clear, I just love playing. I haven't found a system I truly hate. And I certainly don't hate older version of D&D. I tend to DM for the group, so right now, we're more about killing and looting. I have no problem with the other side of the coin, and if my players wanted that, I would adapt the system, or even move over to PF or something else. But for us, right now, 4e is the perfect system, flaws and all.
This is where my view differs. If you have a basis in realism, with nods to realism all over your game, and then you seemingly knowingly abandon it for a mechanic for ease of use, our group gets pulled out of immersion pretty quickly. That pulls us out of the game, and out of the fun.
I totally understand. Difference of playstyle. Immersion is great, and for your group it's needed. Not so much for my group. And that's perfectly fine for either of us.
Well, to be fair, I've never seen an MMO that I could immerse in. So, it's not really they're goal. Immersion was key to my design goals when I was designing my game. And, it really shows in the rules, in my opinion. It's obviously not the case for MMOs. MMOs can be a lot of fun, as can CRPGs, but I don't play them, personally, to feel immersed. That is, however, what my group plays fantasy PnP RPGs for.
This is very true. But it's a bit more representitive of our playstyle. Just like permanent death in an MMO would kill off pretty much all the fun, excessive "realistic rules" would pretty much kill off the fun of our tabletop game. Again, difference of opinion and playstyle, and I can respect that.
And while I played 3.X for years, we had groups without healers of any kind, and we literally never used a wand of CLW. In fact, I think we used a wand maybe in three or four encounters total, in thousands of hours of game play. So, I probably don't agree on the nature of their necessity to the game.
Your DM is going to have a lot of say over what's "needed" in your group. In the "kick in the door" style play that has represented about 75% of the games I've ever played, wand of CLW have pretty much been a staple. We had even nick-named them crack sticks, because of how "addictive" they were.
But, my group is okay with avoiding or going without combat, too. We started a new campaign (new setting included), and we've played four real sessions so far. Each session lasts about ten hours. In those four sessions and 40 hours of play, there have been two combats. Both combats only involved one player, and they lasted one round (first combat), and four rounds (second combat). In the party of six players, two are completely built around combat, three are adept but built around other things (thief lord, amazing craftsmen, amazing negotiator), and one is just now getting decent at defending himself (chancellor / interrogator).
The point of our sessions is to immerse in the characters, see what story unfolds from the evolving setting, and experience interesting play, whether that's fighting a mercenary unit with other mercenaries you've hired, or if it's talking them into leaving you alone. The party has talked their way out of more fights, and purposefully avoided more fights, simply because they want a higher chance of success in the long term. I'm not sure that this would mesh well with your group, but it works for us. It's never been about killing stuff and taking their things (even though it's kind of what they want to do on the macro scale... they're warlords).
Sounds like fun, honestly. Just not like the type of game I'm running at the moment. I would enjoy it, my players, not as much.
Whereas I think that type of game is possible with two health pools. If his "other" pool is the only thing that gets injured, you have cinematic combat. If it hits your "physical" pool, you don't get that. It leaves options for both stories to be told. Now, that's not the case. It's all Diehard, all the time. Sometimes I want Conan the Barbarian. Yes, he was a badass in that movie. Yes, he did get beaten down by a bunch of fanatics at then "crucified on the Tree of Woe." Literally, a bunch of random snake cult fanatics just dogpiled on him and he was done. I'm cool enough with Conan to accept both that possibility, and the possibility that I'm about to kill 40 guys on horseback with just me and my thief friend. I want both possibilities in my game.
I can accept this. It's possible to have it both ways in the same system.
What I don't want to see in any edition of the game, which 4e did come closer to, was the "cinematic" feel at the very early levels. I don't want to see level 1's expect to be John McClane. You want to do cinematic stuff? I'm okay with that after the first few levels. Say, level 5-6. Then again, in my game, I place the average settled adult NPC at around hit die 4 (in a system that caps at 20). This is all just personal preference, though. If I say, "I don't want this" or "I want this" it doesn't mean I think it's what's best for the hobby. It means it's my preference.
And here I disagree with you. In my games, the PCs are always a cut above the rest. If my level 1 PC got into a fight with the town butcher (not that it should happen, but hypothetical), there would be no contest. I've always played this way. I want my PCs to feel like they are something special, that they were somehow, someway, set aside. If an average NPC is 4 HD, and is an actual threat to my 1st level PCs, there's a problem. Take your relatively typical 1st level "quest." We need the PCs to rid the town of the kobold threat. If the NPCs are 4HD, they can do it themselves. Why hire these PCs? I could see a town guard, or militia, or soldiers, or whatever being like this, but your average farmer (in my opinion, YMMV) or whatever, should be anywhere near the PC's in skill, health, etc. Like you said, this is all preference, and it's nice to see a different opinion here. It gives me a broader perspective and helps me see outside the box.
Well, LotR basically did something I touched on: how much story happened in the world between the time Frodo and Sam got separated, and the time they got captured by Faramir? Or, between the time they got released by him, and the time they reached the pit to throw the ring into? By having to walk everywhere, they're letting time pass, the setting evolve, and story is happening. Which is one of the things I touched on.
Certainly, the world moves along. I don't think I explained it right. Basically, in LotR, every single person in that setting, either directly, or indirectly, was affected by the actions of main characters. If Frodo had decided in Rivendell not to take the ring, Sauron would have ended up with the ring, and the world would be a much different place. If Strider hadn't decided to step up and become Aragorn, King of Gondor, the world would be a much different place. If Legolas and Gimli had decided to let their racial differences be an issue (instead of as a place to respect one another) there's a good chance the fellowship would have failed even sooner, and Strider's group would have been killed in one of their many fights. What I'm trying to say is, I present something the world is attempting to do. What happens to the world, is a direct result of the decisions my players make, either positive, or negative. If there's a problem I present, there's a way for them to deal with it. I know this might not be the best way to do things, it might not be everyone's preference, but it goes along with my feeling that heroes should be heroes. And the PC's are heroes. Not regular joes who carry a sword (or wand, or holy symbol, or whatever) and might get good enough to present a challenge to farmer in a fight in a little bit.
Well, let's look at LotR, since you brought that up. It's always one of two things for them: being in the action, or traveling to the action. I'm asking for a system that reflects that. It's really easy to skim over a one month travel time from defending the mountain pass against demons that eventually overrun you to the fortress protecting the source of immortality for the immortal races. In one month, though, a lot can happen elsewhere. You have the following:
(1) Action in the mountain pass!
(2) We're skimming over the one month travel in about 3-5 minutes, though this allows for the setting to evolve everywhere else in the world.
(3) Action at the fortress!
Ok, I can see this. I'm starting an Eberron campaign, and the world is full of faster travel options. But, almost each one presents an opportunity for "Action in the mountain pass!" as you put it. In previous games, I got over this in the Final Fantasy method of travel. You're low level, well, you have to walk everywhere. Oh, you've explored the continent? Well, here's a land vehicle you can use to get around this continent. Oh, action on the next continent! You're going to have to take a boat, but you can't bring your vehicle, you're hoofing it! Oh, you've explored two continents now? Awesome, here's an airship! Now you can fly around the whole world. Oh look, a new island has popped up. You fly there? Well, you're attacked, and now the airship has crashed. You're hoofing it again! Except in my games its more like, by the time they can instant travel in the world, they're planeshopping, so it makes it harder to instant travel. I try to organically prevent fast/instant travel, rather than saying, "Sorry, teleport spell doesn't exist!" That may be what you had in mind, but it didn't look like it.
Hopefully he's reading this and stealing it. If he is... hit me up, Mr. Cook!
Did you read his last L&L article? It's obvious he's getting ideas for 5e now, at least to me. I'm pretty excited to see what comes of this.
Yep, and I like most of what he's done. I really like the 3.X skill system, and think the 4e system is too binary and rigid (but like I said, I like narrow skills, not broad skills). I just didn't like the skill system presented recently.
I like the more general skills, but that's preference again, I suppose. This could be another discussion, for another thread, I think.
Great. Glad we can see eye to eye on so much, even if our preference differs in "gritty" versus "non-gritty" (I hesitate to say gonzo, as I don't know if that's your preference, and I won't say heroic, as my gritty games definitely have heroic characters). Thanks for the satisfying conversation. As always, play what you like
I like everything. I think the best term for my games is cinematic. That's just because it fits my group. People want gritty? I can do gritty. But I give my players what they want. Since I've been playing with the same players since 4e came out (prior to 4e, I didn't play at all since about 2003, due to my group moving away), it works well. I'm enjoying the conversation as well. Thanks for it.