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Confirm or Deny: D&D4e would be going strong had it not been titled D&D

Was the demise of 4e primarily caused by the attachment to the D&D brand?

  • Confirm (It was a solid game but the name and expectations brought it down)

    Votes: 87 57.6%
  • Deny (The fundamental game was flawed which caused its demise)

    Votes: 64 42.4%

I can't understand why it was ever considered necessary to give fighters such crazy durability at low levels when every other class is totally wiped. Including parties with 3 clerics and 1 fighter. I bet you any money, if you ran the numbers, a 4 fighter group could outlast an N cleric + whatever group in durability up until about level 5 or so.
That doesn't seem right. I mean, Life clerics can bring people back to half HP during a short rest, and they also get heavy armor and shields and whatnot.

Second Wind is really huge at level 1, when it can recover most of your HP with every short rest, but level 1 doesn't last very long (about one session) and is super swingy anyway. By level 4, Second Wind gives you about a quarter of your HP with every short rest; so, for every four short rests you take in a day, a fighter can recover +100% of its base HP more than anyone else... in a system where everyone can already recover 150% of their base HP every day anyway.
 

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That doesn't seem right. I mean, Life clerics can bring people back to half HP during a short rest, and they also get heavy armor and shields and whatnot.

Second Wind is really huge at level 1, when it can recover most of your HP with every short rest, but level 1 doesn't last very long (about one session) and is super swingy anyway. By level 4, Second Wind gives you about a quarter of your HP with every short rest; so, for every four short rests you take in a day, a fighter can recover +100% of its base HP more than anyone else... in a system where everyone can already recover 150% of their base HP every day anyway.

Where are you getting that 150% figure? Can't be Hit Dice, since those only restore ~100% of your health on average (technically slightly less, as HP are maximized for first level).
 

Where are you getting that 150% figure? Can't be Hit Dice, since those only restore ~100% of your health on average (technically slightly less, as HP are maximized for first level).
The default healing rate is 100% of your HP and half of your total hit dice after every long rest. Spending half of your hit dice allows you to recover ~50% of your total HP across any number of short rests.
 

The default healing rate is 100% of your HP and half of your total hit dice after every long rest. Spending half of your hit dice allows you to recover ~50% of your total HP across any number of short rests.

Oh. Well then it should be 200%. If you roll your HP and you roll Hit Dice for healing, the values should converge as your level goes up, so it averages out to (slightly less than) full HP from hit dice. For all classes, regardless of die size or con mod, the expected value of rolling all your hit dice converges to 100% of your HP (only reaching that point at "infinite" level; at level 20 all classes are over 95% HP recovery from Hit Dice, even at 0 Con mod (higher mod results in faster convergence). Even at level 1, everyone--from the d6 Con +0 Wizard to the d12 Con +4 Barbarian--gets more than 50% HP back (on average) from rolling their 1 hit die.

Edit:
Reading comprehension fail on my part. Didn't see your emphasis on "spending HALF your hit dice." Then yes. It's technically SLIGHTLY less than 50% on average (since, regardless of mod or die size, you never reach 100%) but in general it will be in the 40-60% range with high probability.

Edit II: And now, I will take humor in the fact that I have a (strangely formatted) spreadsheet which calculates a bunch of facts about HP recovery in a game I have no interest in playing! :P
 
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Innerdude, just out of curiosity, do you have the same reservations about 5e healing? After all, a 5e fighter, at first level, can take enough damage during the day to outright kill him, but, by spending short rests and Second Wind, he could not only have full HP, but also, not have spent a single character resource.

And if 5e doesn't bother you, why not?

Never read anything for 5e beyond the 3rd (or was it the 2nd?) playtest packet. I simply don't have any context to make a comparison.

It's interesting though, I'm not a huge fan of the soaking mechanic (spend a "hero point" to prevent damage) in Savage Worlds. It's probably my least favorite part of the system, but since I love everything else about it I deal with it.

But yet I've always been much more okay with "soaking" damage rather than a post-factum "healing surge," and I've never really understood why until now. The difference is "soaking" damage only requires a single narrative change to the fiction, whereas a "healing surge" requires more input to keep the narrative consistent---how long was that rest? Did you expend a surge? How much did you heal? How much of that was "meat" and how much of it was "grit, resolve, and fighting spirit"?

"Soaking" damage makes it much easier to determine "if you're hurt, you're hurt." Once your "heroic pool" runs out, and you start taking real damage, it's all real damage. And once you're taking real damage, it then has to be healed naturally or through magical means.

Even just now, hearing about the 5e low-level fighter makes me think "soaking" damage with "hero points" is the better way to go. Again, from a player's perspective, what's the difference between soaking all the damage using hero points, versus using rests / Second Wind after a battle to regen hit points? None. The HP result for the character is the same, the difference is it makes the narrative MUCH easier to generate.

"Oh, wow, Mr. Fighter, you made it through that fight without a scratch!"

"Yeah, some luck, fighting skill, and resolve brought me through" (i.e., he spent all of his "hero pool" preventing the damage), "but man, I'm beat, and I'm not sure I want to keep fighting today unless I have to" (in-fiction recognition that his resolve/grit/heroic prowess can only protect him so far).

It also eliminates the uneven resource expenditure issue you mentioned, since the fighter has to manage his "pool" points as a resource. It allows for the same kind of "dramatic" / "heroic" narratives in the fiction without requiring nearly as much fictional explanation as post-factum healing. It also keeps natural healing, healing checks, and magical healing important, because it creates the distinct narrative where there's no "free lunch" for actual hit point restoration.

Wow, I suddenly have a newfound, deeper appreciation for the Savage Worlds soak mechanic. It was doing so much more under the surface than I ever realized before.

I can also see why the 4e designers wanted to do something like it with healing surges, but couldn't use "soaking" as a mechanic, because D&D has historically used HP restoration as the primary mechanic, not HP "loss prevention."

But man, it's suddenly interesting to me.......I'm actually starting to catch a glimpse of what 4e was trying to do as a system. Healing surges really were trying to model "gritty heroism" and the "will to continue," it just doesn't do it quite right for my taste.

And the even weirder thing---I'm realizing that 4e may have been much closer to the game experience I was really looking for than I gave it credit for. It wasn't just some brain fart, misappropriation of resources, it really was trying to give me high action, dramatic narrative with a hint of control given to the players. It just didn't do it right (for me at least)!

I........get it. I finally GET what kind of a game is in there, trying to come out its shell, but it's hampered by the legacy D&D tropes, the poor written presentation, the terrible delve format adventures, and the odd problematic power or two. Wow, this is a very strange feeling.......I totally GET it. And wow, I totally GET why [MENTION=42582]pemerton[/MENTION] and [MENTION=6696971]Manbearcat[/MENTION] defend it, because D&D 3 and earlier really CAN'T provide that kind of experience. Frankly you'd be better off going to the OSR to get that play experience than anything that's "actual D&D." Not because the mechanics are any BETTER for it than D&D, but most of the OSR stuff has shed a lot of the detritus of 1e to make it easier to play.

4e answers a "yes" to all of these questions:


  • Is it pushing the stakes of the narrative?
  • Do the mechanics point the characters towards their own individual stakes and narratives?
  • Do the mechanics allow the players to have some narrative control over the "heroism" of their character?
  • Does the action at the table drive the players to view the "heroics" of their characters as a necessary part of the fiction?
  • Does the system have easy enough preparation to allow the GM to manage encounters in such a way that the focus of play remains on the framed scenes and the stakes at hand?

Wow you guys, how the heck have you put up with it all this time??? Don't you just want to go back and SHOOT the 4e designers for trying to shoehorn this round peg of innovative, progressive style of play into an old D&D square peg? Or do you like the fact that it's still kind of / sort of running on a D&D framework? I personally got tired of the D&D framework, but I can see why it would still work for a lot of people. I'd be sooooo frustrated that 4e just can't seem to get out of its own way enough to really let it shine.......

Holy cow, this is so.....surreal.

Seriously, though you guys, I'd stop worrying about when people say "It isn't D&D." I mean, it really ISN'T D&D, not in the classic sense. If you like what it's doing, 4e is better--MUCH, MUCH BETTER--than "D&D."
 
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But yet I've always been much more okay with "soaking" damage rather than a post-factum "healing surge," and I've never really understood why until now. The difference is "soaking" damage only requires a single narrative change to the fiction, whereas a "healing surge" requires more input to keep the narrative consistent---how long was that rest? Did you expend a surge? How much did you heal? How much of that was "meat" and how much of it was "grit, resolve, and fighting spirit"?

Well, uh, 4e does have answers to all of those questions. A short rest is no less than five minutes unless the DM decides different. Spending a surge is up to you, but you have no reason not to as long as it wouldn't be wasteful (which I would say is the difference between "just taking a break" and "getting the most out of a breather" e.g. stretching, breath control, etc.) It's always 25% of your health, rounded (I don't remember which direction). In 4e terms, the majority of it is "grit, resolve, and fighting spirit"--after all, if we take the game VERY literally, you don't even shed ANY blood until you're at half health.

"Soaking" damage makes it much easier to determine "if you're hurt, you're hurt." Once your "heroic pool" runs out, and you start taking real damage, it's all real damage. And once you're taking real damage, it then has to be healed naturally or through magical means.

See, even hearing about the 5e low-level fighter makes me think "soaking" damage with "hero points" is the better way to go. Again, from a player's perspective, what's the difference between soaking all the damage using hero points, versus using rests / Second Wind after a battle to regen hit points? It makes the narrative MUCH easier to generate.

So...uh...what exactly is the difference between "draining your heroic pool" of "soaking" and running out of "healing surges"? Either way, your pool of I'm-not-down-yet is empty, and damage you take is Really Seriously For Real Now. I mean, D&D doesn't really DO permanent injury stuff by default (other than 4e's disease track or magic stuff like petrification), but... Well, as long as we assume that the D&D trope of "you remain at full effectiveness until you keel over dead/unconscious" still applies, I honestly don't see what the difference is. Either way, the resource pool is expended, you just change when the expenditure occurs ("Hah! You tried to hurt me and failed!" vs. "Hah! They thought they had me, but I'm better now!")

"Oh, wow, Mr. Fighter, you made it through that fight without a scratch!"

"Yeah, some luck, fighting skill, and resolve brought me through" (i.e., he spent all of his "hero pool" preventing the damage), "but man, I'm beat, and I'm not sure I want to keep fighting today unless I have to" (in-fiction recognition that his resolve/grit/heroic prowess can only protect him so far).

Yeah again I don't see how this is any different from being out of healing surges. "I could fight...but it would be a bad time."

It also eliminates the uneven resource expenditure issue you mentioned, since the fighter has to manage his "pool" points as a resource. There's no "free lunch" for actual hit point restoration; it has to be natural healing or direct magical healing.

4e even eliminated part of that. Magical healing, even potions, is almost never able to draw on resources the character doesn't have. Almost all--not all, but almost--healing requires that you spend a surge. Having a healer heal you is still super good, because while you may be able to draw on your reserves, a Leader knows how to do it very well (more HP recovered per surge, usually based on extra d6s or the Leader's ability modifier). Different classes have different pools--usually Defenders have more, and Paladins have the most (IIRC?) because they expend them to heal others.
 

I've always been much more okay with "soaking" damage rather than a post-factum "healing surge," and I've never really understood why until now. The difference is "soaking" damage only requires a single narrative change to the fiction, whereas a "healing surge" requires more input to keep the narrative consistent---how long was that rest? Did you expend a surge? How much did you heal? How much of that was "meat" and how much of it was "grit, resolve, and fighting spirit"?

<snip>

from a player's perspective, what's the difference between soaking all the damage using hero points, versus using rests / Second Wind after a battle to regen hit points? It makes the narrative MUCH easier to generate.
Once again, I think you are missing one possibility: that none of that surge expenditure is about healing meat. It's all about regaining grit/mojo.

That's why the default healing in 4e is the spoken word: Healing Word and Word of Vigour (clerics speak words of benediction, which revive the spirits of their comrades); Majestic Word (bards speak words the evoke the majesty of deeds of old, inspiring by remembered example); Inspiring Word (warlords speak words of direct encouragement, as Gandalf and Aragorn do to their companions in LotR). The speaking of these words doesn't magically heal wounds, nor does it restore vigour as such (that is what surgeless healing is about). The restored vigour comes from within (the hearer spends a HS).

That's not to say that PCs in 4e don't get hurt; but by default they don't get seriously or permanently hurt (nearly all condition infliction and debuffs is very temporary). And the recovery from minor injuries and scratches isn't modelled mechanically: a PC might be at full hp and full HS, after a night's rest, but still sporting scratches and bruises. But this is all about flavour and colour.

If something happened where a PC did get seriously or permanently hurt, then spending healing surges or regaining hit points wouldn't help (because these don't alleviate conditions, other than unconsciousness due to hp loss). The Remove Affliction ritual (or something similar, like the daily power of the Essentials cleric) would be needed.

"Oh, wow, Mr. Fighter, you made it through that fight without a scratch!"

"Yeah, some luck, fighting skill, and resolve brought me through" (i.e., he spent all of his "hero pool" preventing the damage), "but man, I'm beat, and I'm not sure I want to keep fighting today unless I have to" (in-fiction recognition that his resolve/grit/heroic prowess can only protect him so far).
In Savage Worlds are there any penalties for being "beat" in this way? If not, I'm not sure it's a very good model of exhaustion.

In 4e, losing your hp (as a PC - NPCs and monsters are often different, just as Gygax described in his DMG) shows that the tide of battle is running against you. You are being worn down. Spending a surge during a combat is about regrouping, coming back, and turning the tide; it is not about literally healing physical wounds.

Spending surges during a short rest has a different dynamic: it is about resting, getting one's breath back, tending to any minor ailments, and so on. As a result (at least until the last surges are spent) the characters will enter their next battle without the tide flowing against them from the start.

Just as, in 4e, if you want to model injury you need to use lingering conditions (hit points don't model it), so if you want to model genuine fatigue you need to use the disease track (again, hit points don't model it).
 


Laying on of Hands is surgeless healing for the recipient - so it does infuse vigour rather than merely urge the character on. But it drains the spirit of the paladin.

I think it's a nice mechanic.

Oh I know, it's one of the reasons I love the 4e paladin so much. But yeah it's only "surgeless" for the recipient--it's equivalent to the Paladin giving away a surge that the recipient immediately spends. I say it that way 'cause of the feat that lets the recipient use the Paladin's surge value, which makes it a substantial improvement for most other classes (especially the squishiest ones--a high-Con Dragonborn or Dwarf Paladin's surge value can fully heal a Con 10 Wizard at level 1, and will remain a very sizable chunk of similarly-squishy characters' HP for most of the game).

Edit: Though you probably already knew all of that. Not everyone will, though, so it still seems worth saying.
 
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