Fanaelialae said:
Kids gloves rules are fine if you want to play that way, but my group appreciates the threat of death throughout the PCs careers (the danger of death is a large part of what makes combat fun, IMO). Just not insta-death. I can't think of anything less fun in an RPG than losing your character in a scenario that you had absolutely no say in or control over.
Aren't additional hit points the same kind of kid gloves? I don't understand how you can have 'absolutely' no say about what your character does. Any reasonable DM would allow the party to retreat safely if things were going badly. If the DM has the monsters pursue your party until everyone is dead, is that a problem with the rules?
At level 1, unless you win initiative against an ogre, you're as good as dead. Sometimes running is indeed the answer. Unfortunately the low PC hp and high monster damage of 3.x often made this virtually impossible unless the entire party won initiative (unless we're playing evil characters, most of us are not too keen on the whole leaving friends to die thing- we feel it's very unheroic).
Should a 1st level party be fighting even a single ogre? That might be the time to stop and talk to the DM about what the plans are for the campaign.
[uote]They were goblins with bows, not ogres (the CR 1/3 goblin from the MM). A bow does x3 damage on a crit, doing 1d6 normally. Rolling max, that's 18 total damage, which was more than enough to kill my level 1 wizard outright.[/quote]
Rolling max on an arrow is enough to kill a 1st level wizard outright anyway. The crit has nothing to do with it, in that case. I will grant, sitting at -2 is a bit better than -14 with the crit, but in either case, you are out with one arrow. It has been that way since 1st edition. Well, without the crits.
My DM couldn't just ignore the result since my group rolls dice out in the open, including the DM. We could all see that it was a nat 20.
Well, that is something that a group may want to talk to the DM about. There are certainly other solutions to that besides the ones I have suggested.
It wasn't my DM that was the problem (he's a fantastic DM who has allowed unconventional tactics and benefits during boss battles that were going south), it was the system. I feel pretty safe saying this since it looks like, if the same scenario occured in 4e (goblin crits a level 1 wizard with an arrow on the first round of combat), I'd have deducted the hps, maybe used second wind on my next turn, and the campaign would have continued without interruption (for me). The scenario killed me in 3.x. The scenario wouldn't have (outright) killed me in 4e. One of these seems to me to be better balanced in this respect than the other.
I don't mean to impugn your DM specifically, I am talking in generalities regarding this situation.
However, the solution proffered by 4e isn't any different than one that could be implemented in previous editions, and was the more popular, if I recall correctly. It is certainly a valid solution. My quibble is that it is not it is a bad solution, in and of itself. Combined with the other additions, however, it seems a bit overboard.
Saying that the DM can ignore the system when it doesn't work does not make for a good system. Shouldn't the rules of a game system work toward the goal of fun, even when applied "evenly"? DM fiat is fine when necessary, but I'd consider this a case where less is more.
Personal taste, I suppose. I don't want to point out badwrongfun, so don't take it that way, but I prefer to have a bit of give and take with the narrative. I can't really say exactly how much is the perfect balance at every table, but it sounds like most people have a good idea, or they would be on the internet yelling about it, like we do.
Regarding your first point, I am certain I have heard that in response to some arguments favouring 4e over previous editions utilizing the 'houserule it' counterpoint.
Not from you specifically, that I am aware of