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2024 D&D is 2014 D&D with 4E sprinkled on top
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<blockquote data-quote="Lord Twig" data-source="post: 9595822" data-attributes="member: 31754"><p>I believe I understand where you are coming from here, and I have made my point. So no need to beat a dead horse.</p><p></p><p>We might be on the same page here, but coming from different sides. I can see the influence that 4e had on the things you list (Hit Dice, cantrips, subclasses, "monster builder" stuff, etc.) but, for me, they are different enough to make them palatable, whereas I think you feel they didn't go far enough.</p><p></p><p>Because there is no "no success, no damage" option. You either "hit" and do full damage, or "miss" and do half damage. There is no "Miss entirely" and do no damage. So you literally cannot fail no matter what. You always at least partially succeed. You could say that you also partially fail, but that is not what I want. And I realize that it is purely subjective, and other people might want something else.</p><p></p><p>I disagree. It certainly doesn't add any bookkeeping, if you miss and do no damage you literally don't need to write anything down. It is the opposite of bookkeeping. As for drudgery, I think it is the exact opposite. A miss heightens the tension because instead of killing the wounded and near death foe, he (possibly) lives to take another turn. Maybe he will get a lucky hit and take out a character, maybe he will manage an escape. But if you can't fail to take him out, hit or miss, all of that tension is gone.</p><p></p><p>I like the idea of "fail forward." Maybe there is a very close battle and your one remaining character misses his attack and the bad guy is still standing. No damage on a miss, so he gets a turn and drops you. Now the DM can end it there and say, "Well, you are all dead" or he can have them "fail forward" by saying, "You all wake up naked in a cell. What do you do?"</p><p></p><p>Fail forward doesn't mean they have to be able to succeed in combat despite failing to hit anything and just took more damage. It can be what I described. The adventurers actually failed and now they need to escape captivity. The good new is that now they don't need to figure out how to get inside the BBEG's stronghold. They are already inside! The bad news is they have to escape and find their stuff. Sounds like fun to me!</p><p></p><p>I said this in another post, but Magic is frequently a very limited resource. If the Fighter, Rogue or Monk has a very cool thing they can do, but only a very limited number of times, then I am okay with a "partial success." Like the Warrior of the Elements Monk spending Focus on an Elemental Blast and it does half damage if the target makes it save. Or there is the rule where the resource isn't spent if it doesn't succeed. That also works.</p><p></p><p>But yeah, magic is better. A magic sword is better than a non-magical sword. Monks can hit harder because of magic (Focus). So yeah.</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 9595822, member: 31754"] I believe I understand where you are coming from here, and I have made my point. So no need to beat a dead horse. We might be on the same page here, but coming from different sides. I can see the influence that 4e had on the things you list (Hit Dice, cantrips, subclasses, "monster builder" stuff, etc.) but, for me, they are different enough to make them palatable, whereas I think you feel they didn't go far enough. Because there is no "no success, no damage" option. You either "hit" and do full damage, or "miss" and do half damage. There is no "Miss entirely" and do no damage. So you literally cannot fail no matter what. You always at least partially succeed. You could say that you also partially fail, but that is not what I want. And I realize that it is purely subjective, and other people might want something else. I disagree. It certainly doesn't add any bookkeeping, if you miss and do no damage you literally don't need to write anything down. It is the opposite of bookkeeping. As for drudgery, I think it is the exact opposite. A miss heightens the tension because instead of killing the wounded and near death foe, he (possibly) lives to take another turn. Maybe he will get a lucky hit and take out a character, maybe he will manage an escape. But if you can't fail to take him out, hit or miss, all of that tension is gone. I like the idea of "fail forward." Maybe there is a very close battle and your one remaining character misses his attack and the bad guy is still standing. No damage on a miss, so he gets a turn and drops you. Now the DM can end it there and say, "Well, you are all dead" or he can have them "fail forward" by saying, "You all wake up naked in a cell. What do you do?" Fail forward doesn't mean they have to be able to succeed in combat despite failing to hit anything and just took more damage. It can be what I described. The adventurers actually failed and now they need to escape captivity. The good new is that now they don't need to figure out how to get inside the BBEG's stronghold. They are already inside! The bad news is they have to escape and find their stuff. Sounds like fun to me! I said this in another post, but Magic is frequently a very limited resource. If the Fighter, Rogue or Monk has a very cool thing they can do, but only a very limited number of times, then I am okay with a "partial success." Like the Warrior of the Elements Monk spending Focus on an Elemental Blast and it does half damage if the target makes it save. Or there is the rule where the resource isn't spent if it doesn't succeed. That also works. But yeah, magic is better. A magic sword is better than a non-magical sword. Monks can hit harder because of magic (Focus). So yeah. [/QUOTE]
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