Bloodied and why it is cool.

  • Thread starter Thread starter Sunseeker
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LOL your right. They didnt kill 4e. They announced a new edition is coming out. are putting all of their effort into 5e and are only putting out 1 4e book, the dungeon survival guide and a bunch of map tiles this year.

Oh and the re-print of 1e.

But yeah, they didnt kill it. Its still getting full support. You take that survival guide and hold it tight for your security. 4e lives on..........

LOL and why would they call it enraged when your not hurt and angry? Why would they call it bloodied when your not hurt and weak? The question goes both ways.
 

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LOL and why would they call it enraged when your not hurt and angry? Why would they call it bloodied when your not hurt and weak? The question goes both ways.

Things need to be called names. and besides making up brand new terminology for everything (we could call bloodied "halvsies" or something dumb) the options are to use words that are close to what we need.

the terms bloodied, damage, hit, miss, etc... might not be used in their exact context but for an abstract system we can hope for the best.
 

bloodied condition was one of the good ideas of 4e, along with healing surges. Implemented 100% as i liked? No. Something that should be improved on in 5e. Definitively yes.

And I always do play games at least on normal mode but usually hard. And in my experience, 4e is a lot harder than 3rd edition. Goblins are tough, even minions. It just plays a little different.
 

Okay i wasnt going to comment but if you cant see the difference between starting with 10 hp or so and 1HD monsters with equal HP and generally 2-9 damage and starting with 40hp, monsters dying when you sneeze at them and only doing 5 damage even on a hit then we will simply never be able to connect on anything.

I do not see what this has to do with the post I responded to. In both systems, a character is fine until he hits 0, with no degradation of abilities (and in fact, 4E characters are the ones more likely to have some degradation). That is the only issue you raised, and that I responded to. What you say above is completely tangential to that argument.

But anyway, your comparison is ridiculous. You sound like you're talking about Minions (if it's Standard monsters, you are grossly misinformed). A level 1 minion is essentially equivalent to a 1/20 CR (a standard level 1 monster being a fifth of a level 1 encounter, a 4 minions being equivalent to a level 1 monster). And you're comparing that to a 1 HD monster? Even a standard level 1 4E monster is basically 1/5 CR.
 

And I always do play games at least on normal mode but usually hard. And in my experience, 4e is a lot harder than 3rd edition. Goblins are tough, even minions. It just plays a little different.

Indeed, it's all an issue of testing the waters, and then pushing people into the pool, preferably filled with sharks, alligators and various other horrible monstrosities from beyond time and space. Or lots of kobolds, lots and lots and lots and lots...of kobolds.



Anyway, I'd like to humbly request people take their Edition Warring outside, even if it's psuedo-edition warring, it's annoying. Please and Thank you. If you don't like 4e or any part of it, you are free to not like 4e, but I would appreciate any preconceptions of 4e be set aside and get opinions on the idea presented in my OP.

Thanks.
 

Bloodied was one of 4E's many excellent innovations. Very easy to keep track of, a great mechanic for changing the overall "alert level" of an encounter, excellent for allowing PC's to keep track of each-other's well-being without having to ask how many Hit Points they have, a great mid-condition trigger for all kinds of cool beat-downs, and a superb tool for DM's to use in their monster and encounter design.

Very much a keeper, IMO.
 

I'm not much a fan of it being applied to everyone. Maybe to certain classes, or with a feat. I'd also advocate not making it "+1 attacks, -1 AC" or some such. Give more breadth, not depth. New options. You can attack or cast a spell as a move action, but only once per round still (freeing up another standard action to do something else), or the like. As always, play what you like :)
 

I'm not much a fan of it being applied to everyone. Maybe to certain classes, or with a feat. I'd also advocate not making it "+1 attacks, -1 AC" or some such. Give more breadth, not depth. New options. You can attack or cast a spell as a move action, but only once per round still (freeing up another standard action to do something else), or the like. As always, play what you like :)

I don't understand what you're saying here. You're not a fan of what being applied to everyone?

Everyone gets bloodied, it just means "less than half your hit points."
 

I'm not much a fan of it being applied to everyone. Maybe to certain classes, or with a feat. I'd also advocate not making it "+1 attacks, -1 AC" or some such. Give more breadth, not depth. New options. You can attack or cast a spell as a move action, but only once per round still (freeing up another standard action to do something else), or the like. As always, play what you like :)

In 4e all races have a "Bloodied" feature. It's specific to their race and can sometimes be modified by racial feats. It's not a generic +1X/-1Y for all of them, in fact I'm hard pressed to think of two that are the same or very similar.
 

I am not a fan of 4th Edition. (Tried it. But it since it was deliberately made to suck at doing everything I enjoy about playing RPGs, I didn't like it.)

But the concept of "bloodied" was so inherently useful that I found myself reflexively using it in my 3E prep notes.

Sure, in 4E the "bloodied" concept was used to trigger a lot of dissociated nonsense. It was, of course, 4E: It gloried in dissociated nonsense. Dissociated nonsense is one of the selling points of the system; plenty of people like it; and I say more power to them.

But even if you don't like dissociated nonsense, "bloodied" is just a useful concept to have around: Whether it's allowing characters to perform "finishing" moves that are only effective (or are more effective) against characters who have already been hurt; triggering abilities on monsters; or any number of other things, having a nice, clearly-defined mechanical concept that means "this guy has been hurt" is a convenient keyword to hang stuff on.
 

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