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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="pemerton" data-source="post: 9216712" data-attributes="member: 42582"><p>In 4e D&D they are exactly the same. I mean, 4e D&D <em>does not have</em> such a thing as "save for half damage". It has attacks that have no effect on a miss, and attacks that have some effect on a miss. And some of those effects on a miss are damage.</p><p></p><p>There are fireballs, and like effects, that inflict damage regardless of the attack roll, the purpose of the attack roll being to determine <em>how much</em>. And there are also weapon attacks that inflict damage regardless of the attack roll, the purpose of the attack roll being to determine <em>how much</em>. There is no a priori reason why a FRPG cannot include weapon attacks that have this feature.</p><p></p><p>100% this! There is no puzzle, ambiguity, double standard of special pleading involved.</p><p></p><p>From the 5e Basic pdf, pp 74-5:</p><p></p><p style="margin-left: 20px">Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Dungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you unconscious.</p><p></p><p>A character may show no signs of injury, or may show signs of wear (eg cuts and bruises) that are not as severe as the trauma that a "direct strike" would cause. Yet the Cure Wounds spell will cheerfully restore their hit points.</p><p></p><p>I don't see any marked difference here between 4e D&D and 5e D&D, except that in 4e healing is proportional (which makes sense to me) whereas in 5e (as in earlier versions of the game) it is easier to restore the signs of wear on a peasant than it is to restore the "metaphysical" wounds of a powerful warrior.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9216712, member: 42582"] In 4e D&D they are exactly the same. I mean, 4e D&D [I]does not have[/I] such a thing as "save for half damage". It has attacks that have no effect on a miss, and attacks that have some effect on a miss. And some of those effects on a miss are damage. There are fireballs, and like effects, that inflict damage regardless of the attack roll, the purpose of the attack roll being to determine [I]how much[/I]. And there are also weapon attacks that inflict damage regardless of the attack roll, the purpose of the attack roll being to determine [I]how much[/I]. There is no a priori reason why a FRPG cannot include weapon attacks that have this feature. 100% this! There is no puzzle, ambiguity, double standard of special pleading involved. From the 5e Basic pdf, pp 74-5: [indent]Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. . . . Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points. . . . Dungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you unconscious.[/indent] A character may show no signs of injury, or may show signs of wear (eg cuts and bruises) that are not as severe as the trauma that a "direct strike" would cause. Yet the Cure Wounds spell will cheerfully restore their hit points. I don't see any marked difference here between 4e D&D and 5e D&D, except that in 4e healing is proportional (which makes sense to me) whereas in 5e (as in earlier versions of the game) it is easier to restore the signs of wear on a peasant than it is to restore the "metaphysical" wounds of a powerful warrior. [/QUOTE]
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