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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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<blockquote data-quote="Voadam" data-source="post: 9199033" data-attributes="member: 2209"><p>D&D has always had the divide of hit points being wounds and hit points being ability to stay combat capable.</p><p></p><p>In OD&D the difference between a first level fighting man and a 10th level fighting man as ability to stay in combat is there and felt at the table in their hit points during combat. A first level fighting man dies half the time when hit once. A 10th level fighting man gets hit five times and is still swinging his sword for full effect. </p><p></p><p>Healing a specified fixed amount compared to escalating hp by level was always an awkward match up to higher level characters. In 1e fighters reduced to single digit hp needing more bed rest to heal to full than other classes doing the same was narratively awkward. The least tough characters (magic users, thieves) being able to heal up from wounds faster than tougher characters was awkward.</p><p></p><p>Healing has always been awkward in the game, one of Gygax's first adjustments was adapting Arneson's van Helsing type into what became clerics with cure light wounds spells, partially so there could be a narratively magical PC game mechanic resource to get PCs healed. Having that healing being a static caster fixed range of hp caused narrative issues when applied to levelling characters with escalating hps and healing needs. This was only partially accommodated by increased spell slots per level and higher level cleric spells healing more.</p><p></p><p>I really enjoyed 3.5's Unearthed Arcana reserve points as enabling a decoupling of D&D healing and cleric magic and the accompanying issues, then loved 4e's healing surges, full rest healing, and warlord healing.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9199033, member: 2209"] D&D has always had the divide of hit points being wounds and hit points being ability to stay combat capable. In OD&D the difference between a first level fighting man and a 10th level fighting man as ability to stay in combat is there and felt at the table in their hit points during combat. A first level fighting man dies half the time when hit once. A 10th level fighting man gets hit five times and is still swinging his sword for full effect. Healing a specified fixed amount compared to escalating hp by level was always an awkward match up to higher level characters. In 1e fighters reduced to single digit hp needing more bed rest to heal to full than other classes doing the same was narratively awkward. The least tough characters (magic users, thieves) being able to heal up from wounds faster than tougher characters was awkward. Healing has always been awkward in the game, one of Gygax's first adjustments was adapting Arneson's van Helsing type into what became clerics with cure light wounds spells, partially so there could be a narratively magical PC game mechanic resource to get PCs healed. Having that healing being a static caster fixed range of hp caused narrative issues when applied to levelling characters with escalating hps and healing needs. This was only partially accommodated by increased spell slots per level and higher level cleric spells healing more. I really enjoyed 3.5's Unearthed Arcana reserve points as enabling a decoupling of D&D healing and cleric magic and the accompanying issues, then loved 4e's healing surges, full rest healing, and warlord healing. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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