Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
April 3rd, Rule of 3
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5879674" data-attributes="member: 54877"><p>Somewhere sort of halfway between 3E and 4E would be:</p><ol> <li data-xf-list-type="ol">Reduce the number of hit points and surges. This probably needs to be done in any case, so no problem there.</li> <li data-xf-list-type="ol">Make death saves not "three strikes and you're out", but "fail the death save, lose a surge--out of surges, you die."</li> <li data-xf-list-type="ol">Finally, the "dial" in this system is that each group can decide to cash in a certain amount of surges permanently, to effectively raise their hit points.</li> </ol><p>That might not be entirely clear, but what it does is take Firelance's observation about surges to its logical conclusion, and then build in the proper spot to change it by playstyle. Consider a few of the places you can set it. We'll change your example character to 30 hit points and 4 surges, each recovering 20% of hit points:</p><ul> <li data-xf-list-type="ul">You play like 4E with smaller numbers. Use "optional" 4E-style death saves.</li> <li data-xf-list-type="ul">You play sort of like 4E with smaller numbers. Use as written.</li> <li data-xf-list-type="ul">You play like a 4E/3E hybrid with a bit smaller numbers and alternate death save mechanic. You cash in all your surges for hit points except a handful, perhaps 2. The character has 30 x 1.4 = 42 hit points and two surges. You don't need the surges to activate healing, can use them for second wind if you want, but if you hit zero hit points and don't have one left, you die on a failed saving throw.</li> <li data-xf-list-type="ul">You play a lot like 3E. You cash in all the surges, giving 54 hit points, and you use some optional dying rule, base it on -Con value, or whatever makes sense to you. Healing is all resource-based.</li> <li data-xf-list-type="ul">You play like Basic with a bit bigger numbers. You cash in all your surges for hit points. You've got 54 hit points. When they run out, you die. Healing is resource based, and not always readily available.</li> </ul><p>Those are all very close to balanced with each other, which means that they can be used in the same system together. Where they aren't balanced, you <strong>want</strong> the differences. If I pick "sort of 4E emulation," I want it possible that a character can die with surges left, or I use the new standard that death saves cost a surge until you run out. If I pick one of the emulations closer to 3E, I want a big pool of hit points that the characters are expected to manage, hit points are all hit points.</p><p> </p><p>The only difference in this and a more direct 1E, 3E, 4E approach is that it's easier to see how to change it, while still keeping it balanced. It does constrain the design to more hit points than Basic, but less than 3E/4E at the upper end. Otherwise, it will get out of control quickly.</p><p> </p><p>Lastly, I've roughed this out in a way that makes sense from the 3E and then 4E changes, but the exact same math could be presented to make surges less intrusive. Instead of the default being as above, the default is more like Basic D&D--hit points are hit points, die at zero. Then you provide options for different recovery/death save options, and some of those require you to trade some of those hit points in for surges.</p><p> </p><p>The example character has 54 hit points, but if you go with 4E emulation, he has to trade in 24 of those for surges that can recover 6 points each. (Or perhaps you use a slightly different formula to make this easier.)</p><p> </p><p>BTW, there are some rather obvious options for Save or Die that you can build into that model.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5879674, member: 54877"] Somewhere sort of halfway between 3E and 4E would be: [LIST=1] [*]Reduce the number of hit points and surges. This probably needs to be done in any case, so no problem there. [*]Make death saves not "three strikes and you're out", but "fail the death save, lose a surge--out of surges, you die." [*]Finally, the "dial" in this system is that each group can decide to cash in a certain amount of surges permanently, to effectively raise their hit points. [/LIST]That might not be entirely clear, but what it does is take Firelance's observation about surges to its logical conclusion, and then build in the proper spot to change it by playstyle. Consider a few of the places you can set it. We'll change your example character to 30 hit points and 4 surges, each recovering 20% of hit points: [LIST] [*]You play like 4E with smaller numbers. Use "optional" 4E-style death saves. [*]You play sort of like 4E with smaller numbers. Use as written. [*]You play like a 4E/3E hybrid with a bit smaller numbers and alternate death save mechanic. You cash in all your surges for hit points except a handful, perhaps 2. The character has 30 x 1.4 = 42 hit points and two surges. You don't need the surges to activate healing, can use them for second wind if you want, but if you hit zero hit points and don't have one left, you die on a failed saving throw. [*]You play a lot like 3E. You cash in all the surges, giving 54 hit points, and you use some optional dying rule, base it on -Con value, or whatever makes sense to you. Healing is all resource-based. [*]You play like Basic with a bit bigger numbers. You cash in all your surges for hit points. You've got 54 hit points. When they run out, you die. Healing is resource based, and not always readily available. [/LIST]Those are all very close to balanced with each other, which means that they can be used in the same system together. Where they aren't balanced, you [B]want[/B] the differences. If I pick "sort of 4E emulation," I want it possible that a character can die with surges left, or I use the new standard that death saves cost a surge until you run out. If I pick one of the emulations closer to 3E, I want a big pool of hit points that the characters are expected to manage, hit points are all hit points. The only difference in this and a more direct 1E, 3E, 4E approach is that it's easier to see how to change it, while still keeping it balanced. It does constrain the design to more hit points than Basic, but less than 3E/4E at the upper end. Otherwise, it will get out of control quickly. Lastly, I've roughed this out in a way that makes sense from the 3E and then 4E changes, but the exact same math could be presented to make surges less intrusive. Instead of the default being as above, the default is more like Basic D&D--hit points are hit points, die at zero. Then you provide options for different recovery/death save options, and some of those require you to trade some of those hit points in for surges. The example character has 54 hit points, but if you go with 4E emulation, he has to trade in 24 of those for surges that can recover 6 points each. (Or perhaps you use a slightly different formula to make this easier.) BTW, there are some rather obvious options for Save or Die that you can build into that model. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
April 3rd, Rule of 3
Top