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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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: 6603952" data-attributes="member: 42582"><p>I dispute the "always", at least as a generalisation. Perhaps "always" for some, but not "always" for everybody.</p><p></p><p>In his DMG (p 61), Gygax explains that "hit points are not actually a measure of physical damage, by and large, as far as characters (and some other creatures) are concerned" and hence "the location of hits and the type of damage caused are not germane to them". (By "type of damage" Gygax doesn't mean cold vs fire vs piercing, but rather types of injury such as "sprains, breaks, and dislocations": p 61, 1st paragraph.)</p><p></p><p>This is reiterated down the page - "Damage scored to characters or certain monsters is actually not substantially physical - a mere nick or scratch . . . it is a matter of wearing away the endurance, the luck, the magical protections" - and comes up again on pp 81 and 111, where he says that "The so called damage is the expenditure of favor from deities, luck, skill, and perhaps a scratch" and that "the accumulation of hit points . . . represents the aid supplied by supernatural forces."</p><p></p><p>Gygax also links this, on the same page, to the range of decision-making options the game provides: "Combat is a common pursuit in the vast majority of adventures, and the participants in the campaign [ie the players] deserve a chance to exercise intelligent choice during such confrontations. As hit points dwindle they can opt to break off the encounter and attempt to flee. With complex combat systems which . . . feature hit location, special damage, and so on, either this option is severely limited or the rules are highly slanted towards favoring the player characters". </p><p>The thought is that a genuine system of <em>injuries</em> would eliminate this choice, because a player whose character was injured would not be able to have his/her PC escape combat even if s/he wanted to (due to the physical impediments suffered by the character).</p><p></p><p>I know that not everyone played hit points in accordance with the quotes I've provided, but it was an interpretation of hit points that was extent at least from 1979 (when the DMG was published), and it expressly <em>denies</em> any link between hit point loss and actual physical injury, "until the last handful of hit points are considered". This is the interpretation of hit points that 4e draws upon and develops.</p><p></p><p>There ar two main differences, as I see it, in 4e compared to AD&D run with mojo hit points. First, rather than focusing on "the last handful of hit points" as the locus of physical injury, focuses on the resolution of the "dying" state and death saving throws to determine whether the blow that led to zero hit points was a serious physical wound (that killed) or not (a mere swoon from which the character recovers). This is also manifested in the fact that a 4e character who recovers from 0 hp is back at full capacity (like Frodo after being "stabbed" by the troll) whereas in 1st ed AD&D that character is physically debilitated until s/he rests or receives magical healing beyond mere hit point restoration. (In the DMG this is a <em>heal</em> spell; Unearthed Arcana added the <em>death's door</em> spell.) I believe that both AD&D 2nd ed and 3E retained the AD&D 1st ed notion that losing the last handful of hp signals serious physical injury, while doing away with the recovery requirements for regaining consciousness; to me this is a move towards the sort of theoritecal incoherence that [MENTION=6790260]EzekielRaiden[/MENTION] describes, which - as [MENTION=6775031]Saelorn[/MENTION] has described - is resolved in practice by virtually all recovery being magical.</p><p></p><p>Second, 4e doesn't emphasise retreat and pursuit in the ways that Gygax's AD&D does. Rather, the decision points in 4e, which are facilitated by an absence of a mechanical "death spiral" resulting from treating hit point loss as genuine physical injury, are about (i) the unlocking of healing surges during combat, and (ii) the deployment of rationed action resources (attacks, moves, etc).</p><p></p><p>They also refer to wounds that are "light", "serious" and "critical", although as is well known a Cure Light Wound will restore <em>to full health</em> the typical human who has suffered any injury short of one that causes death or unconsciousness, while Cure Critical Wounds will not restore to full health a Conanesque hero who has taken a few scratches and bruises that are manifestly well short of a critical wound.</p><p></p><p>Hence why some of us regard those spell labels as being less than literal in their meaning.</p><p></p><p>A third difference in 4e from AD&D is it's adoption of fully proportional healing, but while I'm a big fan I think this is more of a technical tweak than a significant gameplay departure from Gygaxian AD&D, when compared to the first two differences that I mentioned.</p><p></p><p>It's probably also worth noting that 4e does retain some legacy terminology from AD&D: hit point recovery is still called "healing", "regeneration" etc although it is not literally that. The "dying" state is given that label, although - if the character is revived - then it turns out s/he was never actually dying at all (so "dying" is really a metagame label - <em>there is a chance, by the game rules, that this character will die</em> - rather than an ingame label). The cleric's surgeless healing dailies are called Cure X Wounds (depending on how many surges worth of healing they permit).</p><p></p><p>These might be the sorts of legacy things that [MENTION=85870]innerdude[/MENTION] had in mind in the edited post upthread. Being mere labels, they don't both me. (Any more than, playing AD&D, I fussed very much about the healing spell names.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6603952, member: 42582"] I dispute the "always", at least as a generalisation. Perhaps "always" for some, but not "always" for everybody. In his DMG (p 61), Gygax explains that "hit points are not actually a measure of physical damage, by and large, as far as characters (and some other creatures) are concerned" and hence "the location of hits and the type of damage caused are not germane to them". (By "type of damage" Gygax doesn't mean cold vs fire vs piercing, but rather types of injury such as "sprains, breaks, and dislocations": p 61, 1st paragraph.) This is reiterated down the page - "Damage scored to characters or certain monsters is actually not substantially physical - a mere nick or scratch . . . it is a matter of wearing away the endurance, the luck, the magical protections" - and comes up again on pp 81 and 111, where he says that "The so called damage is the expenditure of favor from deities, luck, skill, and perhaps a scratch" and that "the accumulation of hit points . . . represents the aid supplied by supernatural forces." Gygax also links this, on the same page, to the range of decision-making options the game provides: "Combat is a common pursuit in the vast majority of adventures, and the participants in the campaign [ie the players] deserve a chance to exercise intelligent choice during such confrontations. As hit points dwindle they can opt to break off the encounter and attempt to flee. With complex combat systems which . . . feature hit location, special damage, and so on, either this option is severely limited or the rules are highly slanted towards favoring the player characters". The thought is that a genuine system of [I]injuries[/I] would eliminate this choice, because a player whose character was injured would not be able to have his/her PC escape combat even if s/he wanted to (due to the physical impediments suffered by the character). I know that not everyone played hit points in accordance with the quotes I've provided, but it was an interpretation of hit points that was extent at least from 1979 (when the DMG was published), and it expressly [I]denies[/I] any link between hit point loss and actual physical injury, "until the last handful of hit points are considered". This is the interpretation of hit points that 4e draws upon and develops. There ar two main differences, as I see it, in 4e compared to AD&D run with mojo hit points. First, rather than focusing on "the last handful of hit points" as the locus of physical injury, focuses on the resolution of the "dying" state and death saving throws to determine whether the blow that led to zero hit points was a serious physical wound (that killed) or not (a mere swoon from which the character recovers). This is also manifested in the fact that a 4e character who recovers from 0 hp is back at full capacity (like Frodo after being "stabbed" by the troll) whereas in 1st ed AD&D that character is physically debilitated until s/he rests or receives magical healing beyond mere hit point restoration. (In the DMG this is a [I]heal[/I] spell; Unearthed Arcana added the [I]death's door[/I] spell.) I believe that both AD&D 2nd ed and 3E retained the AD&D 1st ed notion that losing the last handful of hp signals serious physical injury, while doing away with the recovery requirements for regaining consciousness; to me this is a move towards the sort of theoritecal incoherence that [MENTION=6790260]EzekielRaiden[/MENTION] describes, which - as [MENTION=6775031]Saelorn[/MENTION] has described - is resolved in practice by virtually all recovery being magical. Second, 4e doesn't emphasise retreat and pursuit in the ways that Gygax's AD&D does. Rather, the decision points in 4e, which are facilitated by an absence of a mechanical "death spiral" resulting from treating hit point loss as genuine physical injury, are about (i) the unlocking of healing surges during combat, and (ii) the deployment of rationed action resources (attacks, moves, etc). They also refer to wounds that are "light", "serious" and "critical", although as is well known a Cure Light Wound will restore [I]to full health[/I] the typical human who has suffered any injury short of one that causes death or unconsciousness, while Cure Critical Wounds will not restore to full health a Conanesque hero who has taken a few scratches and bruises that are manifestly well short of a critical wound. Hence why some of us regard those spell labels as being less than literal in their meaning. A third difference in 4e from AD&D is it's adoption of fully proportional healing, but while I'm a big fan I think this is more of a technical tweak than a significant gameplay departure from Gygaxian AD&D, when compared to the first two differences that I mentioned. It's probably also worth noting that 4e does retain some legacy terminology from AD&D: hit point recovery is still called "healing", "regeneration" etc although it is not literally that. The "dying" state is given that label, although - if the character is revived - then it turns out s/he was never actually dying at all (so "dying" is really a metagame label - [I]there is a chance, by the game rules, that this character will die[/I] - rather than an ingame label). The cleric's surgeless healing dailies are called Cure X Wounds (depending on how many surges worth of healing they permit). These might be the sorts of legacy things that [MENTION=85870]innerdude[/MENTION] had in mind in the edited post upthread. Being mere labels, they don't both me. (Any more than, playing AD&D, I fussed very much about the healing spell names.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Confirm or Deny: D&D4e would be going strong had it not been titled D&D
Top