Greg K said:
Dalvyn and mmu1 both summed up my problems with bloodied, second wind, etc. . )ther problems that I have with bloodied are:
1) the designers are telling me how a creature is going to act when reduced to a certain hp % and it always applies to that type of creature.
Unless I am mistaken, they just get an option. I am not sure if these things force creatures to use these abilities. (Though I can see exceptions - maybe a "Bloodied" Ooze splits into two parts, an action he probably can't supress just because there is a fireballing wizard around)
2) it comes across as gimmicky. I think this goes back to what Dalvyn was saying about the designers thinking something sounding like a cool idea and then trying to build rules to accomodate it. I see what appears to be (to me) a lot of this in the bits revealed about 4e and the designers trying to pass it off as "Kewl", but to me it is just "cheesey" and a turn off.
Same to my friends.
If I remember correctly, part of the concept of Bloodied started with the MM V. These seem to be the points to use it:
- Indication of how the battle is going on. (see also below)
- Making an individual monster fight more dynamic. It is not limited to a small set of tactics, instead over the whole duration of a fight, instead its options change. On the other hand, it limits the complexity. The DM knows that only if its at half HP it has access to a specific set of options (or loses it).
There might be more, but these seem to be more than gimicky. They seem pretty fundamental, addressing the binary way D&D hit points work. Before we had "Bloodied", a monster had just two states - living or dead. Not it has the states living, hurt and dead.
Starwars used another way by implementing a "Condition Track" that added more than 1 state, but its effect (as used in the core book at least) wasn't particularly exciting - you just took some penalties. But that's "just" a death spiral. The Bloodied condition does more than that.
3) it allows players to exactly know when they have reduced a creature to that % of hit point loss.
Well, they already know when a creature is at 0 or below 0 hit points. But I can see that you might like more guessworking. Note that it's not really "exactly" knowing. They don't know if their last hit just brought it barely to its bloodied state, or if it is way into it.
Personally, I see this as a good thing. It gives PCs a better way to gauge their success in a combat.
"Okay, Round 4 and Pete's Fighter and Johns Rogue are already bloodied and have used one healing surge. But the monster doesn't give any indication of being bloodied. I think we need a plan B!" The nice thing in this is that plan B might be "Let's run as fast as we can!" In "normal" D&D, you'd probably have one PC down by the time you understand that you're in over your head.