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Camping: It does a body good!
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<blockquote data-quote="Imp" data-source="post: 4080039" data-attributes="member: 40094"><p>I don't care about this for genre reasons. It's a pre-modern fantasy game. Things move slower, and you can handwave the time lapses. Why make things move slower if you're just going to handwave it? To stop straining credulity quite so damn much as if it's a matter of principle.</p><p></p><p></p><p>This I don't care about for new-game-balance reasons. One of the problems with 3e is that if you are performing below par it's entirely possible to get killed before you can react. 4e combat is not that lethal that fast (apparently), so that if your character that sucks a little now finds himself unable to win, he can do something about that because there is time to assess the threats in combat. So in that sense it shouldn't matter as much how easily you can predict what kind of foes the party can effectively face, because they shouldn't be as prone to getting instantly splattered by a superior enemy.</p><p></p><p>I don't mind steps in an action-movie-direction with regard to hit points but it is kind of risible as a general model – sure, you can buy your tough-guy sword-lunks always being able to shrug off those injuries, but all the wizards and warlocks and skinny little rogues? There are also other action movie tropes, for example, the hero that gets his butt thoroughly kicked, spends a couple of weeks letting his bones knit, and then comes back ready to fight. And these are in the fast-paced wacky modern world!</p><p></p><p>It would be nice to have some sort of mechanic to simulate "you're going to feel that in the morning", because in the current set-up nothing ever does.</p></blockquote><p></p>
[QUOTE="Imp, post: 4080039, member: 40094"] I don't care about this for genre reasons. It's a pre-modern fantasy game. Things move slower, and you can handwave the time lapses. Why make things move slower if you're just going to handwave it? To stop straining credulity quite so damn much as if it's a matter of principle. This I don't care about for new-game-balance reasons. One of the problems with 3e is that if you are performing below par it's entirely possible to get killed before you can react. 4e combat is not that lethal that fast (apparently), so that if your character that sucks a little now finds himself unable to win, he can do something about that because there is time to assess the threats in combat. So in that sense it shouldn't matter as much how easily you can predict what kind of foes the party can effectively face, because they shouldn't be as prone to getting instantly splattered by a superior enemy. I don't mind steps in an action-movie-direction with regard to hit points but it is kind of risible as a general model – sure, you can buy your tough-guy sword-lunks always being able to shrug off those injuries, but all the wizards and warlocks and skinny little rogues? There are also other action movie tropes, for example, the hero that gets his butt thoroughly kicked, spends a couple of weeks letting his bones knit, and then comes back ready to fight. And these are in the fast-paced wacky modern world! It would be nice to have some sort of mechanic to simulate "you're going to feel that in the morning", because in the current set-up nothing ever does. [/QUOTE]
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