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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="Alzrius" data-source="post: 9199212" data-attributes="member: 8461"><p>I'm not sure what part you're having trouble figuring out. Previous editions had paid lip service to the idea that non-permanent changes to a character's total hit points (i.e. gaining and losing hit points over the course of an adventure) was about more than just wounds taken/healed, but that was only in vague overviews. Actual mechanics, and presentations thereof, lent themselves almost solely to issues of injures, hence spells being called <em>cure light wounds</em>, regaining hp via bed rest and not plucking four-leaf clovers, etc.</p><p></p><p>4E, however, tried to walk the walk instead of just talking the talk. A character's hit points changing could be due to injuries received/healed <em>or</em> could be a measure of how close they were getting to a loss of combat capability, hence the use of non-magical "spike" healing in the form of the warlord yelling at you to let you use a healing surge (the most famous example).</p><p></p><p>I can understand why some people see that as the full flowering of the ideal that earlier editions only aspired to; again, a lot of them put forward the <em>idea</em> that hit points weren't just about wounds. But in marrying those two concepts, 4E made a serious error in trying to have the same mechanic model two different things, causing them to be conflated in a way that a lot of gamers didn't appreciate. There was a <em>reason</em> that previous editions didn't go that far, and I don't think it was a simple lack of innovation.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 9199212, member: 8461"] I'm not sure what part you're having trouble figuring out. Previous editions had paid lip service to the idea that non-permanent changes to a character's total hit points (i.e. gaining and losing hit points over the course of an adventure) was about more than just wounds taken/healed, but that was only in vague overviews. Actual mechanics, and presentations thereof, lent themselves almost solely to issues of injures, hence spells being called [I]cure light wounds[/I], regaining hp via bed rest and not plucking four-leaf clovers, etc. 4E, however, tried to walk the walk instead of just talking the talk. A character's hit points changing could be due to injuries received/healed [I]or[/I] could be a measure of how close they were getting to a loss of combat capability, hence the use of non-magical "spike" healing in the form of the warlord yelling at you to let you use a healing surge (the most famous example). I can understand why some people see that as the full flowering of the ideal that earlier editions only aspired to; again, a lot of them put forward the [I]idea[/I] that hit points weren't just about wounds. But in marrying those two concepts, 4E made a serious error in trying to have the same mechanic model two different things, causing them to be conflated in a way that a lot of gamers didn't appreciate. There was a [I]reason[/I] that previous editions didn't go that far, and I don't think it was a simple lack of innovation. [/QUOTE]
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Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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