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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: 9217745" data-attributes="member: 2209"><p>4e hp did a couple things as innovations.</p><p></p><p>1 Healing surges for proportional healing to deal with the high hp character slow healing for minor proportion of wounds, low hp character quick healing for high level of wounds issue.</p><p></p><p>2 Healing in combat, allowing healers to heal and do an attack so it was often a decently optimized action to take and not a sacrifice of action for group survival.</p><p></p><p>3 Allow a non-magical healer class for those low magic or Dragonlance type settings.</p><p></p><p>4 Allow everybody to decently heal themselves between combats, short rest healing surges mean no cure wound wand dependency narratively for the same effect. (optionally there in 3.5 with reserve points alt rule)</p><p></p><p>5 Full hp healing with long rest for no days of downtime for spells or natural healing to do it. Focus on the action day, less downtime days accounting. Allowed retreat to safe spot then get back in the action.</p><p></p><p>6 Healing surge limits for a maximum of per day healing resources.</p><p></p><p>7 Healing surges varying by class role, so amount you can heal varies by role allowing defenders to be more tanks and pull more aggro.</p><p></p><p>8 Flat hp advancement by class/role, 3e had it as an option, it was now core.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9217745, member: 2209"] 4e hp did a couple things as innovations. 1 Healing surges for proportional healing to deal with the high hp character slow healing for minor proportion of wounds, low hp character quick healing for high level of wounds issue. 2 Healing in combat, allowing healers to heal and do an attack so it was often a decently optimized action to take and not a sacrifice of action for group survival. 3 Allow a non-magical healer class for those low magic or Dragonlance type settings. 4 Allow everybody to decently heal themselves between combats, short rest healing surges mean no cure wound wand dependency narratively for the same effect. (optionally there in 3.5 with reserve points alt rule) 5 Full hp healing with long rest for no days of downtime for spells or natural healing to do it. Focus on the action day, less downtime days accounting. Allowed retreat to safe spot then get back in the action. 6 Healing surge limits for a maximum of per day healing resources. 7 Healing surges varying by class role, so amount you can heal varies by role allowing defenders to be more tanks and pull more aggro. 8 Flat hp advancement by class/role, 3e had it as an option, it was now core. [/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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