Tony Vargas
Legend
'Schools' of sahuagin in an epic-level under-water battle.I've used flights (swarms) of vrocks, and swarms of ground-based demons.Hill Giant swarm?
'Schools' of sahuagin in an epic-level under-water battle.I've used flights (swarms) of vrocks, and swarms of ground-based demons.Hill Giant swarm?
The challenge within 4e is that the system functions on both a narrative and a mechanical level. The game is not claiming that 10 pts of damage at L16 is "the same as" 111 pts of damage at L8. It's stating that, proportionately, one attack from a L16 ranger can kill an ogre, but that same attack only fractionally hurts a purple worm.It's certainly a novel idea, but it unfortunately tells us very little about how the world actually works, which I've always taken to be the major goal of having such a detailed system in the first place.
I mean, if a level 16 ranger can fire an arrow for 10 damage, and it has the same ogre-killing capacity as 111 damage from a level 8 ranger, then what do the numbers even mean? It seems like the numbers are arbitrary, and we could get the same level of information with vastly reduced complexity by playing Savage Worlds.
I agree that it is a challenge, and it is an unnecessary challenge at that. There's very little reason why we should play a game where we are challenged to interpret the mechanics on a simple narrative level, when there are so many other games out there that are more straightforward in the narrative meaning of their mechanics.The challenge within 4e is that the system functions on both a narrative and a mechanical level. The game is not claiming that 10 pts of damage at L16 is "the same as" 111 pts of damage at L8. It's stating that, proportionately, one attack from a L16 ranger can kill an ogre, but that same attack only fractionally hurts a purple worm.
For myself, I loved that 4e separated the narrative and the mechanics. For many years, I gamed with about 30 people online in different PbP games who ran with that, separating fluff from crunch and telling the most magnificent tales together, our imaginations freed while simultaneously being supported in the more mechanical aspects of the game. I've been gaming since the '80's and have played every edition of D&D, as well as dozens of other games, and 4e was the first game that really drove home for me the realization of a mechanical chassis supporting a narrative, and that the two could be separated for creative purposes.I agree that it is a challenge, and it is an unnecessary challenge at that. There's very little reason why we should play a game where we are challenged to interpret the mechanics on a simple narrative level, when there are so many other games out there that are more straightforward in the narrative meaning of their mechanics.
One thing I saw in 4e (which, to be fair, may not even really have been there, so let's call it a 'potential'), was a way to model what you see in fiction, especially, say, adventure TV shows that's aren't entirely episodic: You'll see a monster first introduced, its mysterious, it's frightening, it puts up a fight that nearly flattens the entire ensemble cast, takes whole episodes to figure out and defeat...The numerical values are there to facilitate us playing the game of combat. The narrative sits above the mechanical game. The same ranger who is entirely unchallenged by an ogre (who *was* challenged by that ogre earler in their career) has to fight for their life against a purple worm.
I agree that it is a challenge, and it is an unnecessary challenge at that. There's very little reason why we should play a game where we are challenged to interpret the mechanics on a simple narrative level, when there are so many other games out there that are more straightforward in the narrative meaning of their mechanics.
Believe it or not, people have been describing HP damage as objectively quantifiable for as long as the game has been around. It actually works pretty well, as long as you ignore Gygax's flawed explanation of what he was trying to do, and just take everything at face value. In any other edition, you can assign a consistent value to 48 damage, whether in terms of force applied or severity of injury, and it makes sense.Which game are you talking about?
I mean, there ARE games where this is arguably the case, BRP-based games like CoC and games like Traveler (which has only 'attribute damage') would be possible contenders. Even Dungeon World could be looked at in that light, though I would think it clashes with other aspects of its 'narrative over mechanics' design.
Certainly D&D, any edition, does NOT fall into this category at all! A sword blow against a level 1 PC is clearly most likely to represent a solid blow causing serious physical damage, if not outright death. I guess you could spin ANY non-lethal blow as 'luck and skill', but that seems a bit wrong when you start considering things like falling and poison damage. In any case, the situation when striking a PC with 48 hit points is clearly a lot different, as a sword blow in that case is not even close to lethal, and logically represents largely a sort of 'plot armor' being worn down.
I have no idea why 4e would be singled out as different here. Given the D&D paradigm, 4e is really quite structured in its approach, though you certainly will explain damage in many different narrative ways. This is not a new 'problem'.
Falling? You luckily fell through a flock of seagulls and they slowed you down a bit, you skillfully sky-dived into a haystack. Poison? You finely-tuned senses detected the poison just before you would have sipped the wine. The envenomed blade slashed through your armor and gambeson but your rolled away in the split-second before it would have broken your skin.I guess you could spin ANY non-lethal blow as 'luck and skill', but that seems a bit wrong when you start considering things like falling and poison damage.
Because, like 1e AD&D, it actually came out and said what was going on - and more concisely, via the straightforward Bloodied condition, than AD&D, with it's convoluted Gygaxian treatise - while 2e & 3e just left it unsaid, and 5e side-bared bloodied and declined to give it a label or make it a mechanical condition.In any case, the situation when striking a PC with 48 hit points is clearly a lot different, as a sword blow in that case is not even close to lethal, and logically represents largely a sort of 'plot armor' being worn down.
I have no idea why 4e would be singled out as different here. Given the D&D paradigm, 4e is really quite structured in its approach, though you certainly will explain damage in many different narrative ways. This is not a new 'problem'.
Are you belaboring the bolded section to make a rhetorical point, or do you legitimately not understand how to explain minions at your table? Because we understand your rhetoric, and have pointed out why it's flawed and rhetorical. To continue picking at it implies either an inability to engage beyond what you've already said on the subject, or some other agenda.Fourth Edition is the only edition where a creature's HP total can change depending on who is attacking it. It's the only edition where an ogre might have different stat blocks, depending on whether you approach it when you are level 1 or level 21. That uniquely divorces the game mechanics from any sort of consistent meaning within the narrative. That is why 4E is being singled out here. It's the one edition where you can't ascribe consistent meaning to the mechanics, or else you're stuck trying to explain how any minion survived into adulthood with only 1hp.
What I can't do is explain how much punishment a creature can really take, because that explanation doesn't actually exist. The only possible explanation of how to use minions is to deny that numbers have inherent meaning, and that's a line I'm not willing to cross. That's not something that any other edition has asked of me, and I'm honestly a bit offended that the designers would do such a thing; I thought I knew what I was buying, when I chose to buy those rulebooks, but they tricked me. That's why 4E is different (to answer the reply from the other poster).Are you belaboring the bolded section to make a rhetorical point, or do you legitimately not understand how to explain minions at your table? Because we understand your rhetoric, and have pointed out why it's flawed and rhetorical. To continue picking at it implies either an inability to engage beyond what you've already said on the subject, or some other agenda.