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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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<blockquote data-quote="innerdude" data-source="post: 6603512" data-attributes="member: 85870"><p>Which is why if I'm going to use a "narrative resolution" mechanic to simulate "heroic stamina and grit," the soaking / damage avoidance method works better for me. I know @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em> has given some examples of how to associate healing surges with the fiction, but it still seems to be too much mental gymnastics for me. </p><p></p><p>"Hero pool" as damage prevention unambiguously defines that <em>hit points are meat, period.</em> There's literally no other possible interpretation. In Savage Worlds, this additionally carries over into the healing and recovery mechanics in ways I find highly satisfactory.</p><p></p><p>One of the adjustments I had to make was that if a potential wound is about to happen, I am very careful as a GM and player not to assume ANYTHING about what has just happened in the fiction until any soak rolls are resolved. Just because an enemy rolled a 25 damage attack (which may not sound like much to a level 8 D&D character, but is BRUTAL to a Savage Worlds character) doesn't mean that the character is hurt until any soak rolls are resolved. </p><p></p><p></p><p></p><p></p><p>Savage Worlds is definitely "grittier" than D&D......but it's hardly what I'd call a "gritty" system, though it's pretty dang easy to make it grittier if you want to, without running afoul of D&D's inherent hit points / magical healing balance issues. </p><p></p><p>As far as "inspiration" mechanics giving back bennies, there are already non-magical / mundane edges (feats) where PCs give a bonus to other characters to recover from being "shaken" in combat.</p><p></p><p>There's nothing that allows a player to generate a bennie directly for another player, but it would be brutally simple to add an edge/feat that acts as a once-per-encounter mechanic......</p><p></p><p>"Once during an encounter, the PC makes a Spirit check. On a successful check, the PC inspires another member of the party to action. The target of the inspiration check receives one additional bennie that can be used until the end of the encounter. At the end of the encounter, the bennie, if unused, is discarded. If the Spirit check fails, the PC can attempt to inspire a different recipient, but cannot attempt to inspire the same recipient twice in the same combat. The PC is limited to one successful check per encounter using this edge."</p></blockquote><p></p>
[QUOTE="innerdude, post: 6603512, member: 85870"] Which is why if I'm going to use a "narrative resolution" mechanic to simulate "heroic stamina and grit," the soaking / damage avoidance method works better for me. I know @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I] has given some examples of how to associate healing surges with the fiction, but it still seems to be too much mental gymnastics for me. "Hero pool" as damage prevention unambiguously defines that [I]hit points are meat, period.[/I] There's literally no other possible interpretation. In Savage Worlds, this additionally carries over into the healing and recovery mechanics in ways I find highly satisfactory. One of the adjustments I had to make was that if a potential wound is about to happen, I am very careful as a GM and player not to assume ANYTHING about what has just happened in the fiction until any soak rolls are resolved. Just because an enemy rolled a 25 damage attack (which may not sound like much to a level 8 D&D character, but is BRUTAL to a Savage Worlds character) doesn't mean that the character is hurt until any soak rolls are resolved. Savage Worlds is definitely "grittier" than D&D......but it's hardly what I'd call a "gritty" system, though it's pretty dang easy to make it grittier if you want to, without running afoul of D&D's inherent hit points / magical healing balance issues. As far as "inspiration" mechanics giving back bennies, there are already non-magical / mundane edges (feats) where PCs give a bonus to other characters to recover from being "shaken" in combat. There's nothing that allows a player to generate a bennie directly for another player, but it would be brutally simple to add an edge/feat that acts as a once-per-encounter mechanic...... "Once during an encounter, the PC makes a Spirit check. On a successful check, the PC inspires another member of the party to action. The target of the inspiration check receives one additional bennie that can be used until the end of the encounter. At the end of the encounter, the bennie, if unused, is discarded. If the Spirit check fails, the PC can attempt to inspire a different recipient, but cannot attempt to inspire the same recipient twice in the same combat. The PC is limited to one successful check per encounter using this edge." [/QUOTE]
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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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