DID 4E basicly steal the '20 HP kicker' from Hackmaster?

frankthedm said:
In Hackmaster, most everything gets a bonus of 20 HP, known as a kicker. Classic hit die amounts from 1E and 2e are basicly preserved, so it winds up a kobold has 21-24 HP, but each hit die adds about 5 onto that total.

Now after looking over typical HP of 4E critters we have seen, it feels like the concept was borrowed from a bit. Am i the only one who gets that feeling?

Having given 4E a whirl, so much as is possible, better to say that 4E starts at 3rd level.

You have more abilities, can survive, and can effectively do your shtick out of the gate. Instead of having to wait to accumulate powers until you actually resemble the thing you thought you should have started as.
 

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You do know that most of the "new" mechanics of 4e are in essence recreations of mechanics already found in other games

Some examples

Per encounter powers, Witch Hunter & World of Darkness came up with this first, except they called it "per seen"

Attack vs. Defense - I know I have played with a system that used this, but I have played so many games I can remember which one it was... Hero System?

Action Dice - 7th Sea & L5R have drama dice kind of like the same thing, just some tweaks, and less cool

Ritual Spells - Warhammer Fantasy Role-play

Weapons having "qualities" - Warhammer Fantasy Role-play.. again

Single Advancement Rate for all characters - M&M

I bet if we all started looking we may find even more.
 

sidonunspa said:
Action Dice - 7th Sea & L5R have drama dice kind of like the same thing, just some tweaks, and less cool
I bet if we all started looking we may find even more.
Those were already in the Savage Coast Campaign Setting (1996), so it might have been inspired by L5R. It also had special fighting schools. My enthusiasm for 7th Sea wanded a bit after I discovered Savage Coast.
 

ForumFerret said:
Honestly I'm pretty disappointed the SWSaga HP/VP system got dropped from consideration for 4e. I thought it made a lot of sense and really liked it that it made critical hits -matter-, even from low level enemies. You could never disregard a random alley fighter - he could always get lucky and shank you to death.

It kept you on your toes. I dug that.
See, the problem with Vitality/Wound is that it made Critical Hits matter. And that's all it did. And it did too much of that.

Because, most of the time, you could still safely ignore the low-level stormtrooper. He had a small chance of hitting you, and he didn't do much damage. So he wasn't a threat at all unless he rolled a critical hit. And when he did that, he was pretty vicious. And given the sheer number of combats you get into in the course of a star wars game, that occasional lucky shot was eventually going to kill you. (Math here).

Making a mook really really dangerous once in a blue moon makes the PCs wary of bad dice, not of stormtrooper patrols. And indeed, the only other game I'm aware of that used VP/WP re-wrote the critical hit rules entirely to avoid the problem. Crits were activated only by spending action dice, which mooks didn't have.

Now, a smart game designer would look at the problems with mooks in d20 and realize "Hey, the problem here is that high-level characters vastly outpace low-level ones. Maybe we should fix the math so that doesn't happen." And that's exactly what the 4e folks did.

Consider: In 3rd Edition, a pit fiend that hits with each of it's attacks deals an average of 107 damage. Plus poison (1d6 con initial, death secondary), plus disease (1d4 str), plus improved grab (+35 grapple, average of 35 constriction damage).

In 4th Edition, that same pit fiend (now an epic-level elite monster) does an average of 68.5 damage, including ongoing damage from the poison and being on fire).

A 1st-level rogue with sneak attack will do an average of 8 damage in 3e and 13.5 in 4e.

In 3rd edition, a CR 1 lemure has a +2 to attack. A CR 20 pit fiend has +30. And that's one of the smaller disparities. A white dragon's attack bonus goes from +5 to +45 over twenty levels.

In 4th edition, the primary scaler is going to be the universal half-level bonus. If you had a +1 to hit at 1st level, you'll have a +16 at 30th. Magic weapons will add to this somewhat (and afaik, we don't actually know how much yet), but it'll never approach the ridiculousness of 3e scaling.

In 3e, you didn't earn normal experience for characters that were 8 CR higher or lower than your own. The game basically assumed that at that point, the weaker opponent poses absolutely no threat to the stronger. So a CR 9 monster is an impossible challenge for first-level characters.

In 4e, a 9th-level monster is worth 400 xp. That's considered an average encounter for a party of four 1st-level characters.

So yeah. I don't think I'll be missing VP/WP much.
 

ForumFerret said:
Honestly I'm pretty disappointed the SWSaga HP/VP system got dropped from consideration for 4e. I thought it made a lot of sense and really liked it that it made critical hits -matter-, even from low level enemies. You could never disregard a random alley fighter - he could always get lucky and shank you to death.
Disregarding whether VP/WP were actually in Saga, my group tried the Unearthed Arcana VP/WP rules in 3.5. They seemed to work acceptably well when the combatants were all PC-like races of low-to-mid level. As soon as you introduced any unusual, especially at 10+ HD, the idea completely and totally breaks down. A 15th level fighter vs. a giant scorpion pretty well boils down to the first crit, and the scorpion actually has an advantage, IIRC.

All that VP/WP does for D&D is to shrink the "sweet spot" like an ice storm at a nudist camp.
 

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