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4e Healing was the best D&D healing
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<blockquote data-quote="Neonchameleon" data-source="post: 8046245" data-attributes="member: 87792"><p>An orc with an axe against a starting fighter is apparently cherry-picked to cast the system in the worst possible fight. An ogre with a club against a fighter with a couple of levels and wearing good but not outstanding armour is apparely a cherry-picked corner case. These are both common monsters against foes of about the appropriate level equipped well within the normal range while the monsters are equipped with the sort of weapons I'd expect them to be carrying. And apparently it's also cherry picking to have any time ever with the PCs not wearing armour.</p><p></p><p>At this point I am wondering just what exactly <em>doesn't</em> count as cherry-picking to you. Am I only allowed to use dragons and members of a BDSM club because the game's name is "dungeons and dragons"? I am genuinely serious here in that so far as I can tell you are objecting to some of the most basic situations I expect to come up and claiming that they are corner-case.</p><p></p><p>And "this common situation would cause broken bones" is not a "nit-picky corner case". It's an expected result. And it's hardly minutae to say that "a broken limb or broken ribs would be a serious problem for an adventurer".</p><p></p><p></p><p></p><p>First, your claims are in direct contradiction to the rules. We know the effects of someone being hit by an axe when they aren't wearing armour. Second and more importantly we know that AD&D uses a deflective model of armour where armour frequently prevents you taking a solid hit but the effect of being hit is exactly the same regardless of what armour you are wearing.</p><p></p><p>The amount of damage an orc does to someone with an axe if they hit is exactly the same on an unarmoured foe as it is on a foe wearing full plate armour.</p><p></p><p></p><p></p><p>Nothing - as long as you don't mind that you're using cinematic action movie physics and have dumped any semblance of reality. Being an explicit game is not a bad thing in and of itself. It just isn't realistic if you value realism.</p><p></p><p></p><p></p><p>This only applies in some one on one fights. Meanwhile in a many on one fight a death spiral is pretty punishing.</p><p></p><p></p><p></p><p>In short they are operating at full capacity except for the top end of their capacity. Right. Gotcha.</p><p></p><p></p><p></p><p>And here you are simply misrepresenting the rules. In 4e and 5e <em>damage is not wiped clean until the hit dice/healing surges are recovered</em>.</p><p></p><p></p><p></p><p>And this <em>given the nature of a professional boxing match</em> is simply false. You see boxers have three minute rounds and breaks between rounds - and they also have people in their corner - coaches and people close to them. It would be a foolish boxer who didn't have a warlord or a bard in their corner, even if the bard is banned from active spellcasting. Boxing matches are also long enough that these people can take short rests at the ringside and have their Inspiring Word back up half way through the next round.</p><p></p><p>This means that when you say "around the fourth fight of the day" what you mean in 4e terms is "somewhere around round 6-8 of the boxing match if the boxer brought their team with them".</p><p></p><p>At which point the question becomes "did the amateur boxer catch the professional after a seriously challenging slobberknocker or did they catch them after an easy fight?" An amateur who's facing a professional who knocked their opponent out in round 3 is in deep trouble. An amateur who gets into the ring with a professional straight after the judges have scored a 12 round fight is likely to be facing a boxer who is barely standing, has burned all their dailies, can't use Second Wind because they've nothing in the tank, and is down on hit points because they burned through their surges a few rounds back and are barely standing.</p><p></p><p></p><p></p><p>This is yet another false statement.</p><p></p><p>4e and 5e have at least two sets of rules for healing - it's just set at a cinematic pace. The first rule for healing is getting the character back on their feet (spending healing surges/hit dice to recover hit points). The second rule for healing is recovering those surges - which is a long rest. And I wish 4e had come out with a single paragraph on "tweaking the rest rules" for D&D; I find setting a long rest as a long lazy weekend does good things for the game.</p><p></p><p>AD&D has only one rule for healing. This is partly for simplicity and partly probably because Gygax didn't think of it.</p><p></p><p>Games which are less cinematic than D&D and in which the characters are at risk of actual injury rather than merely losing hit points (e.g. WFRP, World of Darkness, Fate) frequently have multiple sets of rules for healing - one if it's hit point loss (or bashing damage) and the other if there are actual consequences or injuries (or lethal or agg damage).</p><p></p><p></p><p></p><p>This is true - and AD&D's rules only make sense if every hit that doesn't reduce their target below 1hp is actually a near miss.</p><p></p><p></p><p></p><p>Once more you prove that by your own metrics 4e is the most realistic version of D&D. Why? Because it has minion rules - and because PCs have many <em>many </em>more healing surges than almost all NPCs. Adventuring is its own specialised activity - and that archmage who hasn't stepped outside their library in ten years doesn't have 10hd simply because they are a powerful wizard.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8046245, member: 87792"] An orc with an axe against a starting fighter is apparently cherry-picked to cast the system in the worst possible fight. An ogre with a club against a fighter with a couple of levels and wearing good but not outstanding armour is apparely a cherry-picked corner case. These are both common monsters against foes of about the appropriate level equipped well within the normal range while the monsters are equipped with the sort of weapons I'd expect them to be carrying. And apparently it's also cherry picking to have any time ever with the PCs not wearing armour. At this point I am wondering just what exactly [I]doesn't[/I] count as cherry-picking to you. Am I only allowed to use dragons and members of a BDSM club because the game's name is "dungeons and dragons"? I am genuinely serious here in that so far as I can tell you are objecting to some of the most basic situations I expect to come up and claiming that they are corner-case. And "this common situation would cause broken bones" is not a "nit-picky corner case". It's an expected result. And it's hardly minutae to say that "a broken limb or broken ribs would be a serious problem for an adventurer". First, your claims are in direct contradiction to the rules. We know the effects of someone being hit by an axe when they aren't wearing armour. Second and more importantly we know that AD&D uses a deflective model of armour where armour frequently prevents you taking a solid hit but the effect of being hit is exactly the same regardless of what armour you are wearing. The amount of damage an orc does to someone with an axe if they hit is exactly the same on an unarmoured foe as it is on a foe wearing full plate armour. Nothing - as long as you don't mind that you're using cinematic action movie physics and have dumped any semblance of reality. Being an explicit game is not a bad thing in and of itself. It just isn't realistic if you value realism. This only applies in some one on one fights. Meanwhile in a many on one fight a death spiral is pretty punishing. In short they are operating at full capacity except for the top end of their capacity. Right. Gotcha. And here you are simply misrepresenting the rules. In 4e and 5e [I]damage is not wiped clean until the hit dice/healing surges are recovered[/I]. And this [I]given the nature of a professional boxing match[/I] is simply false. You see boxers have three minute rounds and breaks between rounds - and they also have people in their corner - coaches and people close to them. It would be a foolish boxer who didn't have a warlord or a bard in their corner, even if the bard is banned from active spellcasting. Boxing matches are also long enough that these people can take short rests at the ringside and have their Inspiring Word back up half way through the next round. This means that when you say "around the fourth fight of the day" what you mean in 4e terms is "somewhere around round 6-8 of the boxing match if the boxer brought their team with them". At which point the question becomes "did the amateur boxer catch the professional after a seriously challenging slobberknocker or did they catch them after an easy fight?" An amateur who's facing a professional who knocked their opponent out in round 3 is in deep trouble. An amateur who gets into the ring with a professional straight after the judges have scored a 12 round fight is likely to be facing a boxer who is barely standing, has burned all their dailies, can't use Second Wind because they've nothing in the tank, and is down on hit points because they burned through their surges a few rounds back and are barely standing. This is yet another false statement. 4e and 5e have at least two sets of rules for healing - it's just set at a cinematic pace. The first rule for healing is getting the character back on their feet (spending healing surges/hit dice to recover hit points). The second rule for healing is recovering those surges - which is a long rest. And I wish 4e had come out with a single paragraph on "tweaking the rest rules" for D&D; I find setting a long rest as a long lazy weekend does good things for the game. AD&D has only one rule for healing. This is partly for simplicity and partly probably because Gygax didn't think of it. Games which are less cinematic than D&D and in which the characters are at risk of actual injury rather than merely losing hit points (e.g. WFRP, World of Darkness, Fate) frequently have multiple sets of rules for healing - one if it's hit point loss (or bashing damage) and the other if there are actual consequences or injuries (or lethal or agg damage). This is true - and AD&D's rules only make sense if every hit that doesn't reduce their target below 1hp is actually a near miss. Once more you prove that by your own metrics 4e is the most realistic version of D&D. Why? Because it has minion rules - and because PCs have many [I]many [/I]more healing surges than almost all NPCs. Adventuring is its own specialised activity - and that archmage who hasn't stepped outside their library in ten years doesn't have 10hd simply because they are a powerful wizard. [/QUOTE]
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