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<blockquote data-quote="Khairn" data-source="post: 4215355" data-attributes="member: 20153"><p>I just wanted to clarify my comment about 4E hit points not equaling the health of the character. </p><p></p><p>I have played a few systems where hit points are really abstract or not even a part of the game (Harnmaster for example). But in D&D, my internal paradigm regarding hits was always that they were an abstract representation of a characters physical health. When a character was damaged, a cleric healed his wounds... when a character was taken below zero he was going to bleed to death in a short period of time unless he was stabilized first and then healed. Yes I always had a problem with a character being just as effective when he had just 1 hit point left, as he was when he was at full hits ... but that was just a quirk of the game.</p><p></p><p>That internal paradigm of mine kept giving me fits when I was trying to get my head around the concept of personal healing surges and second wind. 4E appears to make hit points an even more abstract concept than in previous editions of D&D. I'm not saying its good or bad, only that for me it was a hurdle I was having some difficulty in overcoming.</p><p></p><p></p><p></p><p>I completely understand where you're coming from. Part of the reason why I agree with you is that the 4E tactics aren't precious nuggets that you discover after playing the game for a bit. 4E tactics are designed to be bold, up front, and have become an openly visible (and dare I say mandatory?) part of the game. That makes them appear (perception not fact) somewhat forced in my eyes as well.</p><p></p><p> You and I haven't had the chance to discuss the game since we played (how did the soccer games go?) so its nice to see we're both on the same page with this one. I love the mechanics. But I am concerned about the number of GM's who won't have the communication and impromtu skills to use it effectively.</p><p></p><p></p><p></p><p>My concern wasn't necessarily the passive skills, although I do see those as a not very useful part of the game. Sort of like the appendix of the skill system. </p><p></p><p>My concern regarding skills was not something that could have been dealt with during the playtest. It is more around how skills will be selected by characters. 3E brought to D&D a skill system that allowed players to customize their character to a greater degree than ever before. I'm not saying that the system was perfect, or that it couldn't do with an overhaul, but it was a step in the right direction. (IMHO) From what I have read, 4E skill selection seems to be a step backwards to a more predetermined system, where certain skills advance irregardless of either the type of adventures you've been playing or how your character is developing. I'm not going to be able to scratch that itch until I have a chance to read the books.</p></blockquote><p></p>
[QUOTE="Khairn, post: 4215355, member: 20153"] I just wanted to clarify my comment about 4E hit points not equaling the health of the character. I have played a few systems where hit points are really abstract or not even a part of the game (Harnmaster for example). But in D&D, my internal paradigm regarding hits was always that they were an abstract representation of a characters physical health. When a character was damaged, a cleric healed his wounds... when a character was taken below zero he was going to bleed to death in a short period of time unless he was stabilized first and then healed. Yes I always had a problem with a character being just as effective when he had just 1 hit point left, as he was when he was at full hits ... but that was just a quirk of the game. That internal paradigm of mine kept giving me fits when I was trying to get my head around the concept of personal healing surges and second wind. 4E appears to make hit points an even more abstract concept than in previous editions of D&D. I'm not saying its good or bad, only that for me it was a hurdle I was having some difficulty in overcoming. I completely understand where you're coming from. Part of the reason why I agree with you is that the 4E tactics aren't precious nuggets that you discover after playing the game for a bit. 4E tactics are designed to be bold, up front, and have become an openly visible (and dare I say mandatory?) part of the game. That makes them appear (perception not fact) somewhat forced in my eyes as well. You and I haven't had the chance to discuss the game since we played (how did the soccer games go?) so its nice to see we're both on the same page with this one. I love the mechanics. But I am concerned about the number of GM's who won't have the communication and impromtu skills to use it effectively. My concern wasn't necessarily the passive skills, although I do see those as a not very useful part of the game. Sort of like the appendix of the skill system. My concern regarding skills was not something that could have been dealt with during the playtest. It is more around how skills will be selected by characters. 3E brought to D&D a skill system that allowed players to customize their character to a greater degree than ever before. I'm not saying that the system was perfect, or that it couldn't do with an overhaul, but it was a step in the right direction. (IMHO) From what I have read, 4E skill selection seems to be a step backwards to a more predetermined system, where certain skills advance irregardless of either the type of adventures you've been playing or how your character is developing. I'm not going to be able to scratch that itch until I have a chance to read the books. [/QUOTE]
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