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Confirm or Deny: D&D4e would be going strong had it not been titled D&D

Was the demise of 4e primarily caused by the attachment to the D&D brand?

  • Confirm (It was a solid game but the name and expectations brought it down)

    Votes: 87 57.6%
  • Deny (The fundamental game was flawed which caused its demise)

    Votes: 64 42.4%

Different strokes for different folks: What I'm hearing is that for some folks, the particular words which were used -- "healed", "bloodied" -- are important, while for other folks, the words are unimportant. I imagine for the second set of folks, the numerical results which are attached to the words are more important.

Thx!

TomB
 

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Oh please, D&D characters only ever lose "mojo" when they lose HP? What kind of fatuous rubbish is that?

Does anyone actually imagine their PCs never being physically hurt? I think this is a forum meme, only. It's poppycock. You can't describe getting hit squarely by a fireball and it not damaging the character leaving him or her completely unscathed. Or getting knocked unconscious and walking away without a scratch.

I should stop reading this thread, I stopped playing 4e for a good reason. Dissociated mechanics are the pinnacle of lazy game design. Anyone off the street could write absurd mechanics and game rules if you don't need them to make narrative sense in the confines of the other rules and how the game plays.
 

Does anyone actually imagine their PCs never being physically hurt? I think this is a forum meme, only.
You'd be surprised. I wouldn't paint them in the majority, by any means, but I wholeheartedly believe that there are some people who play their games like that. And they're equally as surprised that some people play where every hit is a wound, such that a moderately-high level wizard (50hp) can take ten arrows to the back (45 damage) and keep running.

Most players are somewhere in-between.
 

Is there some reason they aren't both? I'm not seeing a convincing argument hit points must be exclusively one or the other.

Mutual exclusivity. In relatively formal terms: you cannot predicate of the same thing, at the same time, in the same sense, both the presence (A) and absence (not-A) of the same specific fixed quality. The arguments I have always seen are, more or less, "hit points are EXCLUSIVELY MEAT" vs. "hit points are not exclusively meat." (Note: "not exclusively meat" means they could be partially meat, but not ALWAYS 100% meat.) The two positions cannot both be true at the same time. Accepting that hit points *may* be luck/skill/divine favor/etc. means rejecting that they are exclusively meat.

It doesn't really matter if they could be back in a week. Because a week is too long to rest, in practical terms, it meant that the actual healing was done with magic. And since magic is what actually recovers the vast majority of HP, that means we're free to describe it as grievous wounds that would have killed a lesser mortal.

Really now? I find that...incredibly surprising. So...you're basically saying that the reason it's meat is because...the whole system is magical? The wounding is repaired by magic, so it doesn't have to follow any rules we know about actual wounds? I really, truly don't understand your position here. If it's All Magic All The Time, why not just say HP are a mystical "life force" that people either possess, or don't? Then it ceases to be meat-points and becomes whatever the heck "Cure Wounds" spells affect...and thus doesn't seem ANY different from my position.

Like...you are very clearly saying that you see HP as the physical representation of an entity's structural integrity and internal functions. But the above sounds indistinguishable from an argument that they are *not* those things, and rather Magical Stuff That Keeps You Going. Can you explain?

The theoretical natural healing rates of early D&D compared to 4E are not as different as some people like to imagine. The real difference is in practicality, and visibility. Characters in 4E actually​ recover their HP naturally, through short and long rests.

Considering that you declared that HP *had to be* purely physical *because* they could only be regained "in practical terms" via magic (a logical connection I still don't understand), I'd say this is a pretty significant difference. That is, I agree that it's a difference of practice: I just think that "a difference of practice" is the only meaningful difference there COULD be, given how you framed this above.

It is not even remotely unbelievable that a mythic hero of legend, who has saved countless kingdoms and slain terrifying giant monsters, should be more durable than a mere horse. That's just common sense.

I didn't say unbelievable; I said "unphysical," which is very different*. And no, it's not common sense. There are numerous examples of incredibly significant human beings whose individual contributions turned the tides of battles, even wars. And they die just as easily as any other human does.

For God's sake, Alexander the Great died of malaria. Attila the Hun may have died of a nosebleed. Genghis Khan probably died from falling off his horse or from an infected wound (possibly from a mere *hunting accident*). Audie Murphy, among the most decorated US Army soldiers ever, died in a plane crash. The most "epic" real human beings are still squishy as heck and can die of the stupidest things. It's not "common sense"--in the real-world physical sense--that someone who's done great and impressive things has far more endurance than is warranted by the physical material of which they're made.

Unless, of course, you're willing to consider that their physical material could be...augmented, somehow, as if by some mystical force, possibly one that arises purely out of what amazing things they've done....

*Unphysical: a situation which is not physically possible. Unbelievable: a situation which cannot even be conceived. Clearly it is possible to conceive of a human being who, despite being made of the same physical "stuff" as any other human being, is somehow (preternaturally?) more durable than other human beings are. Thus, it is a situation which physical models cannot describe--unphysical--but it is not a situation which is logically impossible by any means.
 
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Really now? I find that...incredibly surprising. So...you're basically saying that the reason it's meat is because...the whole system is magical?
I think you're misunderstood [MENTION=6775031]Saelorn[/MENTION]'s point.

What he's saying is that if you treat hit points as meat and follow the natural healing rules, it wouldn't make much sense, but in fact no one does that. Rather, in actual play, almost all hit point recovery is from magical healing. Which then means that no one has to ponder how a hand got rested back on, or how resting for a week restored a punctured lung. Rather, the practical reality that the overwhelming majority of recovery will be from magical healing creates the scope to narrate hit point loss in physical terms without having to confront those parts of the system, like natural rest times, that wouldn't fit comfortably with that narration.

For what it's worth, I think Saelorn is correct in describing this as a widespread phenomenon in D&D play.
 

Really now? I find that...incredibly surprising. So...you're basically saying that the reason it's meat is because...the whole system is magical? The wounding is repaired by magic, so it doesn't have to follow any rules we know about actual wounds? I really, truly don't understand your position here. If it's All Magic All The Time, why not just say HP are a mystical "life force" that people either possess, or don't? Then it ceases to be meat-points and becomes whatever the heck "Cure Wounds" spells affect...and thus doesn't seem ANY different from my position.
I'm saying that players were otherwise-predisposed* toward seeings hits as hits and damage and damage, without even looking at the natural healing rate. I mean, a literal interpretation is the simplest one, and the simplest interpretation should always be used unless it causes other issues. If they'd stopped to consider the rate of natural healing in 3.x - that a level 10 wizard can recover from two arrows per night of rest, or four if they rest in bed all day - then they would be less inclined to see HP as pure meat. Since players never had reason to consider natural healing rates, they never had to challenge the assertion that HP loss equated directly to meat damage.

In 4E, natural healing is the main healing mechanic. It's right up front. You can't possibly ignore it. Whatever HP correspond to, it's something that can be recovered fully with a night of rest, and thus must not be meat (in any significant amount).

The most "epic" real human beings are still squishy as heck and can die of the stupidest things. It's not "common sense"--in the real-world physical sense--that someone who's done great and impressive things has far more endurance than is warranted by the physical material of which they're made.
Nobody is talking about real people. We're talking about mythical heroic warriors, the peers of those magicians mighty enough to raise the dead. Genghis Khan was never a level 9 fighter. Beowulf was.


*The most important argument for meat points is probably the requirement that HP relate to something visible within the game world. If HP are just mojo, then there's no way for the cleric to distinguish between the fighter with 4/60 HP and the one with 40/60 HP during combat, nor would there be reason for either of those fighters to seek healing after combat. As long as HP are meat, such that your visible wounds correlate to your current HP status, it is easy to align the thoughts and actions of players and characters.
 

EZ said:
Really now? I find that...incredibly surprising. So...you're basically saying that the reason it's meat is because...the whole system is magical? The wounding is repaired by magic, so it doesn't have to follow any rules we know about actual wounds?

Read more: http://www.enworld.org/forum/showth...-not-been-titled-D-amp-D/page57#ixzz3Yk94TM8m

I believe he's referring to how things worked in actual play. PC's almost never healed significant damage through natural healing. The vast majority of hit point healing was done through the cleric (or other magical means). And NPC healing is almost never calculated, unless they are part of the PC group, so, it nearly always happens off camera and progresses at the speed of plot.

It doesn't matter that you describe a wound that would take weeks or even months to recover from when you know, from experience with the system, that it will be healed by magic.

Which is where 4e becomes a real sticking point, because the wounds are not actually being healed by magic any more. No one has to fall on the cleric grenade at chargen. So, it requires a shift in narrative that was very, very much a bridge too far for some players.
 

Oh please, D&D characters only ever lose "mojo" when they lose HP? What kind of fatuous rubbish is that?

Does anyone actually imagine their PCs never being physically hurt? I think this is a forum meme, only. It's poppycock. You can't describe getting hit squarely by a fireball and it not damaging the character leaving him or her completely unscathed. Or getting knocked unconscious and walking away without a scratch.

I should stop reading this thread, I stopped playing 4e for a good reason. Dissociated mechanics are the pinnacle of lazy game design. Anyone off the street could write absurd mechanics and game rules if you don't need them to make narrative sense in the confines of the other rules and how the game plays.

Hey don't get me wrong here---I'm no fan of 4th Edition. A few days ago I FINALLY caught the vision of what it's potentially capable of, and the style of gameplay you could get from it if you're willing to simply "play by its rules." And frankly, I think it's a pretty groovy playstyle, it's very much akin to what I'm getting from Savage Worlds. And it's actually pretty cool that [MENTION=42582]pemerton[/MENTION] and [MENTION=6696971]Manbearcat[/MENTION] and others are getting that kind of play from it; it's very unique to 4e. You definitely won't get that kind of play from 3e and earlier.

But even though I intellectually can see the merits of using 4e to get to that kind of gameplay, I personally would never choose to do it with 4e.

Martial dailies, healing surges, non-associated powers, and the marking mechanic all pull me out of the fiction fairly severely.

But to play devil's advocate here........3e and earlier editions' views on hit points aren't much better.

A level 8 fighter in 3e will typically have close to 90 hit points. Even if you take the exact average hit dice roll (5.5 on a d10 * 8 levels), plus let's say a +2 CON bonus per level, they're still sitting at 76 hit points.

A 3/4 CR orc in the monster manual is typically rolling 1d8+2 damage, for an average damage per hit of 6.5.

So you're telling me that if hit points are "meat"----that a level 8 fighter can go literally stand in the middle of a field completely unarmed, fling his arms to the side and shout "Come and get me!" to a random passing orc.

And that random passing orc can then draw his sword, and TAKE 10 FULL SWINGS at the dude, and on average, barring some crazy-good luck on the orc's damage rolls, by the game's own rules it's nearly PHYSICALLY IMPOSSIBLE for the fighter to die. And furthermore, not only is he alive, he could literally pick up his sword at that point, and begin actually fighting that orc with no penalties at all to his combat effectiveness, even though he's been PUMMELED for a MINUTE STRAIGHT in adjusted combat time in the game world?

The point of this is......hit points are screwy no matter what view or rationalization you take. Hate on 4e all you want. Just recognize that hating on 4e for its view on hit points is like hating on a chicken sandwich because there wasn't enough beef in it. Your argument is certainly valid, it just doesn't make you sound very smart for making it in the first place.
 

HP definitely would break down under scrutiny.
I don't think that hit points, as Gygax describes them, break down at all. They play just the same role in the game as the "heroic soak points" that [MENTION=85870]innerdude[/MENTION] described upthread in relation to Savage Worlds.

it was very hard (at least for me) to not essentially see them as being physical damage, because physical damage was always at least part of the equation
If you see hit point loss as corresponding to physical damage then you will tend to see hit point loss as a measure of physical injury. Which then gives rise to all sorts of puzzles, such as "what sort of injury?" and "why does it not debilitate the character?" etc.

But if you see hit point loss as not, in general, corresponding to physical damage at all (as per Gygax and 4e) then these puzzles don't arise, psychic damage becomes a coherent part of the game, etc.

That's not an option for most of the time, because PCs are often narratively gouged, trampled, stomped, stabbed, cut, sliced, diced, fall down stairs into a pit of broken glass and snakes.

<snip>

HP loss models many different types of very bad things happening to PCs, and losing grit / mojo is not at all serious.
Obviously, if you narrate hit point loss as being gouged, stabbed etc then you probably won't think of all hp as mojo. But at that point you're not playing in the Gygaxian way that I've been describing.

For instance, if someone is gouged or stabbed then it obviously makes sense to ask "where?", and "how deeply?" and "what is the consequent physical debilitation suffered by the character?" etc. But these are all the questions that Gygax, on p 61 of his DMG, says are not germane to hit point loss precisely because hit point loss is not a measure of physical damage.

In my 4e game, hit point loss corresponds to PCs avoiding bad things, but having their vigour and resolve worn down in the process. That's why I said to [MENTION=85870]innerdude[/MENTION], upthread, that 4e's hit point and healing system is the same as the Savage Worlds system he was describing (well, not quite - it doesn't have the "real injury on failed/incomplete soak" option that Savage Worlds seems to have).

If the player loses grit / mojo, why did the DM just describe my player getting crushed by that boulder and knocking him unconscious?
Which GM are you talking about? (I also assume that, by "player" you mean "player character".) Presumably a bad one, if s/he is narrating the ingame events in a way that contradicts the mechanical resolution of those events.

Do you seriously expect me to believe that you can wipe away all those things as if they didn't happen just by saying so? How do you expect to keep the narration consistent, when going below half health was referred to as "bloodied"? So you're bloodied, and it only takes 5 minutes to go back to full health? Without magic? Really?

The option you are referring to is gamism. It's saying you don't care about the narrative being consistent.

You can't just handwave away inconsistent narrative effects of different game mechanics (HP loss vs restoration) in a game about narrative. In effect, you are saying HP loss means one thing, but regaining HP is something else.

So if HP restoration means restoring grit or the will to live, how come HP loss comes about when your PC gets stomped and rendered unconscious?

4e HP rules was an inconsistent, incoherent mess. It was the edition that explicitly called it being "bloodied" and then you're now handwaving that away as being "grit". Sure, whatever.
Oh please, D&D characters only ever lose "mojo" when they lose HP? What kind of fatuous rubbish is that?
It's always helpful to have someone on a messageboard tell me that my game sucks and is narratively inconsistent, but that I'm a sufficiently bad player that I don't care about those things. Otherwise I'd go through life thinking I was just an ordinary, half-decent RPGer and GM!

Now returning to reality:

Upthread I've already described in detail how hit point recovery works in 4e: it is overwhelmingly inspirational (surgeless healing is a more complicated exception, which I've also discussed), whether that inspiration comes from the benediction of a cleric, the tales of a bard, or a gentle word of encouragement from a battle captain. So I am not saying that losing hit points means one thing, and recovering them means another.

The "bloodied" condition means that blood has been drawn. That does not mean that a PC has been "stomped, gored, trampled" etc. It means that blood was drawn; no more, no less. Given that the PC suffers no debilitation from that blood being drawn, it follows that it was not a serious injury. And the gaining and losing of hit points doesn't measure anything to do with that injury. If it is a scratch or superficial cut (which is my standard narration), then no one supposes that it goes away when hit points are restored. The slight injury to a PC that results from the "bloodied" state being reached is purely part of the flavour, with no mechanical expression in the game.

Upthread I've also discussed the "dying" state in some detail. It is not literal at the ingame level. In the game, either the PC is dying and will die; or has merely swooned. We know which by resolving the dying state (via saving throws plus any healing that is delivered). If the character recovers, we know it was a mere swoon (like Frodo in Moria). If the character dies, we know it was more serious than that.

It may not be an entirely satisfying narrative, of course - after all, it's a system where the primary effect of hitting someone with a sword is not that the person becomes injured - but that's a matter of preference, rather than consistency.
When PCs hit monsters and some NPCs with their swords those enemies do become injured. This is the asymmetry of the narration of hit point loss that Gygax mentions in the posts I quoted upthread.

In 4e, very few monsters or NPCs have any sort of hp recovery mechanic, so there is no reason not to narrate their hit point loss in terms of physical injury, if that is what seems to make sense at the time.

If the GM narrated a PC cutting off an NPC's hand, and then the player elected for the final blow to be non-lethal, the NPC would still be maimed even when s/he regained consciousness. The rules don't specify explicitly what sort of magic is needed to reattach a hand, but the PHB (p 277) says that "The Remove Affliction ritual (page 311) can be useful for eliminating a long-lasting condition that affects you", and the text of that ritual (p 311) says that it "wipes away a single enduring effect afflicting the subject". I think the designers mostly had in mind curses and the like, but in my game it has also been used to heal blindness, lameness etc that has been suffered by NPCs due to injuries that they took in combat.

Does anyone actually imagine their PCs never being physically hurt? I think this is a forum meme, only. It's poppycock. You can't describe getting hit squarely by a fireball and it not damaging the character leaving him or her completely unscathed. Or getting knocked unconscious and walking away without a scratch.
Does anyone imaging his or her PC being squarely hit by a fireball yet not collapsing and writhing in agony? Apparently you do, if you think that a character can be squarely hit by a fireball yet not reduced to a state of incapacity (which, in mechanical terms, is zero or fewer hit points). All the Rolemaster and Runequest players think this is poppycock! As one of them, so do I. It makes no sense to me. Hence, when I want a game in which character are about as vulnerable to fireballs as people in real life, I run a game like that.

When I run a game with hit points, though, I adopt a narrative that makes sense - namely, precisely because the character is not debilitated by the fireball despite losing hit points to it, it follows that s/he wasn't "squarely hit" at all, but rather ducked, or took cover behind a shield, or manipulated the magic so it didn't affect her, or prayed to the gods for a miracle, or . . . (ie all the stuff that Gygax talks about in his discussion of saving throws and their relationship to hit points on pp 80-81 of his DMG).

Dissociated mechanics are the pinnacle of lazy game design. Anyone off the street could write absurd mechanics and game rules if you don't need them to make narrative sense in the confines of the other rules and how the game plays.
Gygax was not a lazy game designer. It's a clever system that produces heroic narrative, and I very much doubt that "anyone off the street" could write it.

No one's forcing you to like it or play it, but your preferences aren't any sort of measure of objective design quality. And if you want a combat system that models the infliction of physical injury in combat, I don't know why you're using D&D at all. Why not play one of the excellent FRPGs that actually does this? I hear good things about the recent versions of RuneQuest, and Rolemaster is currently in a free playtest of a revised edition on the ICE site.

What I'm hearing is that for some folks, the particular words which were used -- "healed", "bloodied" -- are important, while for other folks, the words are unimportant. I imagine for the second set of folks, the numerical results which are attached to the words are more important.
Good post.

For me, the words are terms of art, much like the old spell descriptions (no one who plays hit point loss as physical injury really thinks that a Cure Light Wound spell is capable of curing only light wounds, given that it has a chance of healing up to 8 hp of damage, which is the maximum damage that a single sword blow can deliver, which is clearly capable of being more serious than a light wound).

And yes, the mechanical effects are what matter to me. Losing hp does not cause any sort of impedence; hence, it is not injury. It's about grit/vigour/mojo, and whether the tide of battle is running with a character or against him/her.

I do play systems with non-mojo injury mechanics - Rolemaster and Burning Wheel - but in those systems characters who suffer injury are impeded by it. (Burning Wheel also has a separate mechanical system for "mojo", called Steel - and combat commanders can buck up their troops as part of that mechanical subystem - and it has a system for temporarily shrugging off the effects of minor injuries.)
 
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it's very unique to 4e. You definitely won't get that kind of play from 3e and earlier.
I agree it's not in 3E. I think there can be approaches to AD&D that approximate it, but equally there are features of AD&D that get in the way, namely, the lack of player-side rationed resources that allow the players to help dictate effort and pacing.

I don't think it's a coincidence that the closest I got to 4e-style in AD&D was GMing Oriental Adventures (which gives all PCs at least one ki power, and also has martial arts powers available to PCs).

hit points are screwy no matter what view or rationalization you take
I keep seeing this, but I don't buy it! Or maybe I'm not sure what you mean by "screwy".

I assume, from your posts upthread, that you don't think of Savage Worlds "soaking" as screwy. Hit-points-as-mojo is basically the same thing. (With some of the exceptions noted upthread - no "blow through" for real injury, as there is in Savage Worlds, until 0 hp is reached, which itself can be handled either the 1st ed AD&D way as really dying, or the 4e metagame way as possibly dying, depending on resolution.)
 

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