Manbearcat
Legend
Don't have a ton of time, so just a slight bit of commentary.
I think in one of your later posts you lamented the naming of Healing Surges. In 13th Age, Heinsoo and Tweet call them "Recoveries." Personally, they could call them grape jam and it wouldn't bother me so much. However, if they would have called them "Heroic Surges" or "Heroic Mettle" or "Get up you sonuvabitch!...cause Mickey loves ya..." I suppose that may have been better for conveying genre in the presentation of the rulebooks. Extrapolating from the rulebooks' explanations/definitions of hit points to healing to healing surges to second wind would seem to be enough to me. If not, playing it hard as it is meant to be played should certainly do the trick!
But yes, the legacy incoherencies of D&D and continuing with some of that jargon (while dropping others) may explain some of the dissonance we see between various advocates and detractors takeaways from reading the books.
I think what may be happening here is what happens to folks who have a certain threshold/litmus with respect to some kind of coupling of process and outcome. They need things to be process-based to n degree. Obviously 4e is not that system. It is outcome-based. Outcome-based systems with broad or open descriptors are always going to be difficult for folks who want/need that (constraining...but that is the point I suppose) coupling of process > outcome.
You take someone like me and it basically works like this:
A) You take damage which is the loss of hit points which in turn represent your heroes diminished physical endurance, skill, luck, and resolve. In the fiction, this may look like a scratch, a bruise, a heaving chest gasping for air...or something more innocuous such as a pained look of sorrow, consternation, anguish...or perhaps observable at all. Whatever it is, unto itself, it afflicts no condition that would impede you in any discernible way. Hence "mojo."
B) Your buddy spends his martial keyword to rouse your spirit/moralize you, provide you with a moment's worth of insight born of veteran savvy, et al.
C) You spend a healing surge (+ whatever modifier from buddy in B), your latent available reserves of "staying power/mojo", and your hit points (see A above on what those are) are restored. Your situation improves. In the fiction, maybe your mental anguish, consternation is relieved. Maybe you get your second wind (real life term for a physical event). Maybe your skill is improved by the presence of your ally (this all the time in real life athletics...hence the meme "he makes everyone around him better").
That works just fine from a genre credibility standpoint and, what's more, it certainly passes the smell test for what happens in real life. The effect of demoralization and moralization on athletic endeavors cannot possibly be overstated. The body follows the mind.
But, again, if you need a constrained process > outcome so things are good in your head (because one definition or another of various jargon is problematic), then I can see where "soak" resource suites and resolution would fit the bill. 4e has these with various Temp HPs, active DRs, reactive DRs in immediation actions. It just also allows for the inspirational/dig-down-deep mundane restoration of non-meat HP loss via accessing your latent mojo (healing surges).
Essentials and 13th Age Fighter.
I think the 4e NPC Recharge 5, 6 mechanic or the 13th Age recharge mechanic (14 +, 15 +, etc) would fit the bill here. 13th Age allows for subsequent "Second Winds" after the first on a successful saving throw.
Alternatively, you could just avoid those that are problematic for your table. There are approximately 90 kajillion powers at each level.
However, the author (and in some cases director) stance capability of martial PCs is "4e to the core" and certainly one of the many reasons that advocates appreciate the ruleset!
I'm not terribly into the "what is the heart of D&D" that people seem so on about (especially edition warriors that have been fighting for that heart and soul for as long as I can remember). I've been running this game since 1984. It has been a lot of things to me. Its been a murderhobo, disposable PC, pawn stance game of strategic puzzle (dungeon or wilderness) solving game like a fantasy genre TTRPG version of the CRPG Portal. Its been a not-really-working-that-well-but-I'm-extremely-good-at-making-up-for-it's-deficiencies open world sandbox game with kinda-sorta process-sim.
It very much WANTED to be something like the foreword of Moldvay but couldn't fit the bill (unless you were GM forcing your way through AD&D 2e's incoherency....which a lot of people were...and covertly...hence illusionism...hence secretly eroding player agency) until 4e came along. Then it actualized all the cool stuff I wanted it to be from my youth. You had dynamically mobile/swashbuckling combat with heroic rallies all over the place and noncombat conflict resolution with varying stakes that endeavored to fill your game with a variety of genre tropes that could actually be resolved through deft GMing, players advocating hard for their PCs (making action declarations and deploying resources), and the consultation of the (transparent and coherent) resolution mechanics. And you had a game focused thematically by PC build resources and player Quests. It was/is a beautiful thing and couldn't be more D&D to me.
Seriously, if 4e had these things changed:
[*]Healing surges changed to a "hero pool."
I think in one of your later posts you lamented the naming of Healing Surges. In 13th Age, Heinsoo and Tweet call them "Recoveries." Personally, they could call them grape jam and it wouldn't bother me so much. However, if they would have called them "Heroic Surges" or "Heroic Mettle" or "Get up you sonuvabitch!...cause Mickey loves ya..." I suppose that may have been better for conveying genre in the presentation of the rulebooks. Extrapolating from the rulebooks' explanations/definitions of hit points to healing to healing surges to second wind would seem to be enough to me. If not, playing it hard as it is meant to be played should certainly do the trick!
But yes, the legacy incoherencies of D&D and continuing with some of that jargon (while dropping others) may explain some of the dissonance we see between various advocates and detractors takeaways from reading the books.
[*]When used as "healing," a "hero pool" point acts as damage prevention, rather than post-factum healing.
I think what may be happening here is what happens to folks who have a certain threshold/litmus with respect to some kind of coupling of process and outcome. They need things to be process-based to n degree. Obviously 4e is not that system. It is outcome-based. Outcome-based systems with broad or open descriptors are always going to be difficult for folks who want/need that (constraining...but that is the point I suppose) coupling of process > outcome.
You take someone like me and it basically works like this:
A) You take damage which is the loss of hit points which in turn represent your heroes diminished physical endurance, skill, luck, and resolve. In the fiction, this may look like a scratch, a bruise, a heaving chest gasping for air...or something more innocuous such as a pained look of sorrow, consternation, anguish...or perhaps observable at all. Whatever it is, unto itself, it afflicts no condition that would impede you in any discernible way. Hence "mojo."
B) Your buddy spends his martial keyword to rouse your spirit/moralize you, provide you with a moment's worth of insight born of veteran savvy, et al.
C) You spend a healing surge (+ whatever modifier from buddy in B), your latent available reserves of "staying power/mojo", and your hit points (see A above on what those are) are restored. Your situation improves. In the fiction, maybe your mental anguish, consternation is relieved. Maybe you get your second wind (real life term for a physical event). Maybe your skill is improved by the presence of your ally (this all the time in real life athletics...hence the meme "he makes everyone around him better").
That works just fine from a genre credibility standpoint and, what's more, it certainly passes the smell test for what happens in real life. The effect of demoralization and moralization on athletic endeavors cannot possibly be overstated. The body follows the mind.
But, again, if you need a constrained process > outcome so things are good in your head (because one definition or another of various jargon is problematic), then I can see where "soak" resource suites and resolution would fit the bill. 4e has these with various Temp HPs, active DRs, reactive DRs in immediation actions. It just also allows for the inspirational/dig-down-deep mundane restoration of non-meat HP loss via accessing your latent mojo (healing surges).
[*]Martial daily powers removed and turned into encounter powers.
Essentials and 13th Age Fighter.
[*]Having a fortune-based recharge for encounter powers mid-combat, or alternatively "hero pool" expenditure to recharge mid-combat.
I think the 4e NPC Recharge 5, 6 mechanic or the 13th Age recharge mechanic (14 +, 15 +, etc) would fit the bill here. 13th Age allows for subsequent "Second Winds" after the first on a successful saving throw.
[*]Revision of some of the problematic powers for better fictional association.
Alternatively, you could just avoid those that are problematic for your table. There are approximately 90 kajillion powers at each level.
However, the author (and in some cases director) stance capability of martial PCs is "4e to the core" and certainly one of the many reasons that advocates appreciate the ruleset!
That.....actually sounds like a really interesting game. Like.....I might actually be excited to play a game like that, especially if it involved fun tactical combat.
But then......we run afoul of the original premise, then don't we? Would D&D 4e have been successful if it had been called something other than D&D?
I don't think my suggested changes make it any more like "D&D."
I'm not terribly into the "what is the heart of D&D" that people seem so on about (especially edition warriors that have been fighting for that heart and soul for as long as I can remember). I've been running this game since 1984. It has been a lot of things to me. Its been a murderhobo, disposable PC, pawn stance game of strategic puzzle (dungeon or wilderness) solving game like a fantasy genre TTRPG version of the CRPG Portal. Its been a not-really-working-that-well-but-I'm-extremely-good-at-making-up-for-it's-deficiencies open world sandbox game with kinda-sorta process-sim.
It very much WANTED to be something like the foreword of Moldvay but couldn't fit the bill (unless you were GM forcing your way through AD&D 2e's incoherency....which a lot of people were...and covertly...hence illusionism...hence secretly eroding player agency) until 4e came along. Then it actualized all the cool stuff I wanted it to be from my youth. You had dynamically mobile/swashbuckling combat with heroic rallies all over the place and noncombat conflict resolution with varying stakes that endeavored to fill your game with a variety of genre tropes that could actually be resolved through deft GMing, players advocating hard for their PCs (making action declarations and deploying resources), and the consultation of the (transparent and coherent) resolution mechanics. And you had a game focused thematically by PC build resources and player Quests. It was/is a beautiful thing and couldn't be more D&D to me.