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General Tabletop Discussion
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Can mundane classes have a resource which powers abilities?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6290213" data-attributes="member: 6775031"><p>As I mentioned... somewhere around here, in one of these threads... the rules of 4E do a pretty good job of modelling those traditional explanations for hit points and saving throws that had been around since way back in the day. A far better job, in fact, than any of the older editions did. When you look at 4E, with the overnight healing and the second wind and all that, you really <em>feel</em> like a hit point is 95% mental with just a few scratches. Even the 4E style saving throws, where you can be afflicted with something and then "shake it off" or "snap out of it" is a better fit to the genre than the old "all or nothing" style saves.</p><p></p><p>The problem is, by the time 4E came around, you had two generations of players who were used to the "one hit point per day" and "it is what it is" style of rules, which made a much more compelling case for rules-as-physics in spite of what the authors originally claimed. I like D&D rules for what they <em>were</em>, rather than for what <em>they were supposed to be</em>.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6290213, member: 6775031"] As I mentioned... somewhere around here, in one of these threads... the rules of 4E do a pretty good job of modelling those traditional explanations for hit points and saving throws that had been around since way back in the day. A far better job, in fact, than any of the older editions did. When you look at 4E, with the overnight healing and the second wind and all that, you really [I]feel[/I] like a hit point is 95% mental with just a few scratches. Even the 4E style saving throws, where you can be afflicted with something and then "shake it off" or "snap out of it" is a better fit to the genre than the old "all or nothing" style saves. The problem is, by the time 4E came around, you had two generations of players who were used to the "one hit point per day" and "it is what it is" style of rules, which made a much more compelling case for rules-as-physics in spite of what the authors originally claimed. I like D&D rules for what they [I]were[/I], rather than for what [I]they were supposed to be[/I]. [/QUOTE]
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Can mundane classes have a resource which powers abilities?
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