Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Clouds, cubes, and "hitting"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 6992013" data-attributes="member: 42582"><p>Not in AD&D.</p><p></p><p>And I would say "barely" in 3E - the d20 SRD gives me this for the <em>petrified</em> condition:</p><p></p><p style="margin-left: 20px">A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.</p><p></p><p>That is not fully "mechanised", and requires plenty of adjudication of the fiction (eg joining a broken piece to the body; a body being incomplete when it returns to flesh; any resulting debilitation).</p><p></p><p>As I said to [MENTION=6775031]Saelorn[/MENTION] upthread, Vincent Baker doesn't talk about the role of note-taking to keep track of the fiction. The "petrified" condition in 3E is really just a form of note-taking. Whereas in 4e and 5e it is clearly more than just that.</p><p></p><p>Arguably, as more and more conditions get codified and "mechanised", the answer is "yes". This was discussed very often in threads about the <em>prone</em> condition in 4e (eg what does it mean to impose the prone condition on a snake, and why does a snake being prone make it easier to strike with a sword but harder to shoot with an arrow?).</p><p></p><p>I think this is one reason why designers like Baker are attracted to the OSR.</p><p></p><p>Having played and GMed both systems, I can say that I don't agree. In RM, "being injured" means something in the fiction. It directly impacts my PC's ability to do stuff.</p><p></p><p>Whereas in D&D being down hit points doesn't directly impact my ability to do stuff. It's simply a potentiality, a disposition towards being more easily defeated next time I suffer hp loss.</p><p></p><p>In D&D, no. In RM, absolutely. The spells required to heal are different. The recovery times are different.</p><p></p><p></p><p>In RM you can't complete the resolution of the hit without applying a left-facing arrow; and you can't resolve the healing of the resulting injury (either by magic or by natural healing) without learning what sort of injury it is.</p><p></p><p>RQ is less intricate than RM in this regard, but likewise requires left-facing arrows in order to resolve combat - because after the successful attack roll (<em>not</em> "hit" roll) the target has to resolve their parry or dodge; and then, if that fails and there is a hit, once the damage dice are rolled the hit location has to be determined so that the armour on that location can be checked. And each body location has its own hp pool, damage to which causes debilitation of that body part.</p><p></p><p>As I said - these systems are quite different from D&D, and deliberately so. They wanted leftward arrows to be an inescapable component of resolving combat; and they wanted so-called "damage spirals" ie the clouds that were generated by those leftward arrows would then generate rightward arrows that affected subsequent combat resolution.</p><p></p><p>My understanding - correct me if I'm wrong - is that you have never played these late-70s/80s-era "sim reaction to D&D" systems. Given your preferences, I think you might find them quite interesting. My own experience is that the combat resolution generates quite a different feel from D&D - more visceral. (With one exception - <em>position</em> tends to be less important in these systems than in 4e, and the latter delivers a sense of being manipulated or knocked about the battlefied that is quite distinctive in my experience, and also in my experience is the sufficient answer to the suggestion that 4e combat is cubes-to-cubes only.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6992013, member: 42582"] Not in AD&D. And I would say "barely" in 3E - the d20 SRD gives me this for the [I]petrified[/I] condition: [indent]A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.[/indent] That is not fully "mechanised", and requires plenty of adjudication of the fiction (eg joining a broken piece to the body; a body being incomplete when it returns to flesh; any resulting debilitation). As I said to [MENTION=6775031]Saelorn[/MENTION] upthread, Vincent Baker doesn't talk about the role of note-taking to keep track of the fiction. The "petrified" condition in 3E is really just a form of note-taking. Whereas in 4e and 5e it is clearly more than just that. Arguably, as more and more conditions get codified and "mechanised", the answer is "yes". This was discussed very often in threads about the [I]prone[/I] condition in 4e (eg what does it mean to impose the prone condition on a snake, and why does a snake being prone make it easier to strike with a sword but harder to shoot with an arrow?). I think this is one reason why designers like Baker are attracted to the OSR. Having played and GMed both systems, I can say that I don't agree. In RM, "being injured" means something in the fiction. It directly impacts my PC's ability to do stuff. Whereas in D&D being down hit points doesn't directly impact my ability to do stuff. It's simply a potentiality, a disposition towards being more easily defeated next time I suffer hp loss. In D&D, no. In RM, absolutely. The spells required to heal are different. The recovery times are different. In RM you can't complete the resolution of the hit without applying a left-facing arrow; and you can't resolve the healing of the resulting injury (either by magic or by natural healing) without learning what sort of injury it is. RQ is less intricate than RM in this regard, but likewise requires left-facing arrows in order to resolve combat - because after the successful attack roll ([I]not[/I] "hit" roll) the target has to resolve their parry or dodge; and then, if that fails and there is a hit, once the damage dice are rolled the hit location has to be determined so that the armour on that location can be checked. And each body location has its own hp pool, damage to which causes debilitation of that body part. As I said - these systems are quite different from D&D, and deliberately so. They wanted leftward arrows to be an inescapable component of resolving combat; and they wanted so-called "damage spirals" ie the clouds that were generated by those leftward arrows would then generate rightward arrows that affected subsequent combat resolution. My understanding - correct me if I'm wrong - is that you have never played these late-70s/80s-era "sim reaction to D&D" systems. Given your preferences, I think you might find them quite interesting. My own experience is that the combat resolution generates quite a different feel from D&D - more visceral. (With one exception - [I]position[/I] tends to be less important in these systems than in 4e, and the latter delivers a sense of being manipulated or knocked about the battlefied that is quite distinctive in my experience, and also in my experience is the sufficient answer to the suggestion that 4e combat is cubes-to-cubes only.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Clouds, cubes, and "hitting"
Top