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General Tabletop Discussion
*Pathfinder & Starfinder
April 3rd, Rule of 3
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<blockquote data-quote="pemerton" data-source="post: 5871992" data-attributes="member: 42582"><p>But it's the key to the pacing function of 4e's surges.</p><p></p><p>(And I personally don't feel the suspension of disbelief issue - if I'm playing a game of heroic figures who can push on through near-impossible odds, and who always have luck on their side, I can handle the fact that some of their pushing on requires a quick rest.)</p><p></p><p>Whereas this approach would completely lose the pacing/gameplay aspect of surges - which is that combat tactics include "unlocking" them as an important element, and this creates a dynamic of dependence among the PCs, which in turn creates an experience of team play at the table - which is a significant part of how 4e produces the experience of D&D party play.</p><p></p><p>Not at all.</p><p></p><p>In 4e, nearly every combat requires clever, team-dependent play to unlock surges so as to allow the PCs to triumph. In a game in which PCs just have big gobs of hp, the need to unlock surges in combat won't occur until the Nth combat (if we look at 3E and 4e, N is probably equal to something like 4 or 5). Until the Nth combat, the PCs won't be close to running out of hit points, and any healing will take place outside of combat (in order to top up the gradually depleting fuel tank) - which is not dramatic at all, and doesn't produce the party play dynamic that 4e's incombat healing does.</p><p></p><p>(Or are you suggesting that PCs keep their current hp levels, and 2x/enc healing becomes something like 8x/day healing? Which still doesn't preserve the 4e game play, because it waters down the tactical resource management issue on the healer side, and it also removes the balancing-surge-use-across-all-the-PCs dimension of 4e play.)</p><p></p><p>On this approach, though, how would you model a character <em>not</em> undergoing any physical recovery, but nevertheless - by being comforted, or encouraged, or bullied, or just powerfully self-willed - pushing on and overcoming the shock/pain/physical hindrance?</p><p></p><p>In 4e this, just as much as physical healing, is modelled by hp recovery. It's an elegant feature, in my view, and it makes room for a smooth handling of effects like shock and fear causing psychic damage without needing to create any sort of separate "morale pool" that then interacts with the "wound" pool.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5871992, member: 42582"] But it's the key to the pacing function of 4e's surges. (And I personally don't feel the suspension of disbelief issue - if I'm playing a game of heroic figures who can push on through near-impossible odds, and who always have luck on their side, I can handle the fact that some of their pushing on requires a quick rest.) Whereas this approach would completely lose the pacing/gameplay aspect of surges - which is that combat tactics include "unlocking" them as an important element, and this creates a dynamic of dependence among the PCs, which in turn creates an experience of team play at the table - which is a significant part of how 4e produces the experience of D&D party play. Not at all. In 4e, nearly every combat requires clever, team-dependent play to unlock surges so as to allow the PCs to triumph. In a game in which PCs just have big gobs of hp, the need to unlock surges in combat won't occur until the Nth combat (if we look at 3E and 4e, N is probably equal to something like 4 or 5). Until the Nth combat, the PCs won't be close to running out of hit points, and any healing will take place outside of combat (in order to top up the gradually depleting fuel tank) - which is not dramatic at all, and doesn't produce the party play dynamic that 4e's incombat healing does. (Or are you suggesting that PCs keep their current hp levels, and 2x/enc healing becomes something like 8x/day healing? Which still doesn't preserve the 4e game play, because it waters down the tactical resource management issue on the healer side, and it also removes the balancing-surge-use-across-all-the-PCs dimension of 4e play.) On this approach, though, how would you model a character [I]not[/I] undergoing any physical recovery, but nevertheless - by being comforted, or encouraged, or bullied, or just powerfully self-willed - pushing on and overcoming the shock/pain/physical hindrance? In 4e this, just as much as physical healing, is modelled by hp recovery. It's an elegant feature, in my view, and it makes room for a smooth handling of effects like shock and fear causing psychic damage without needing to create any sort of separate "morale pool" that then interacts with the "wound" pool. [/QUOTE]
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April 3rd, Rule of 3
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