Raven Crowking
First Post
What elements of the 4e modules are you talking about, by the way?
This is something to discuss over pints at the pub, if you really can't find any examples of "these monsters never aid those monsters, no matter what."
RC
What elements of the 4e modules are you talking about, by the way?
Fair enough (although remember I'm talking about 4E as a whole here rather than just the hp mechanic). Rephrase the last sentence to:The first sentence I agree with. The last sentence I strongly want to dispute - a gameworld with 4e healing surges might be a bit on the gonzo side, but there is nothing about it that doesn't make sense (ie there need be no retconning, nor any stupid narration). It is this suggestion that 4e players are tolerating nonsense in their gameworlds that makes me buck up a bit.Herremann the Wise said:4E as a whole has extracted a lot of simulation out of the game. It has been a deliberate attempt to err on the side of "that doesn't make sense" rather than "that kinda sucks" gameplay-wise. That does not jive with a lot of people who like their gameworld to make sense though.
You did leave out various options that simulationist players would probably reject, from Intigo Montoya - despite my otherwise mortal wound, I get up and continue the fight - to Aragon in the Two Towers movie - a dream of my destiny wakes me from my swoon - to all other sorts of possible narration - eg the Warlord's Inspiring Words attract the attention of Kord, who staunches my bleeding and raises me to my feet.The Healing Surge mechanic allows you to "overcome" any wounds you have described, but there is a little more going on then that:
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2) If you drop below 0, there is a realistic chance of dying per RAW. This invites us to describe the wound taken as something like in 3E - heavy arterial bleeding or something like that. But if you take a second wind or the Warlord inspires you to stand up, you're back in the game at regular capacity. This means that either you magically regenerated, or that the wound wasn't as bad as it seemed. But this means that you are unable to create descriptions for hits that are definite. You must stay vague, providing description that can be interpreted either way, since what "really" happened is only decided once you spend a healing surge or die.
Is this good enough for a summary? I hope I didn't misrepresent any position.
I think most players agree. But not all players agree that meaningful consequences for them are utterly coextensive with meaningful consequences for their PCs.I support the idea that, if there are no meaningful consequences in the game, you might as well be sitting out.
Normally it would be the PC who died, or fought the mummy. But it is the player who suffers consequences (eg having to sit out of the game) and who presumably is aiming at accomplishments. It is possible to have consequences and accomplishments for the player without those real-world consequences and accomplishments corresponding to any particular fictional consequences or accomplishments that accrue to a PC in the gameworld.Tough. You fought some kobolds and you died.
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Tough. You fought a mummy, and there were consequences.
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Tough.
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Sorry, but this is exactly what I mean about real accomplishment.
I buck up a little in response to the suggestion that those who prefer narrativist to 1st-ed style play are playing Candyland and can't make hard decisions. The point of metagame mechanics isn't to "prop up" those who can't cope with a certain sort of gamist play. It's to provide the mechanical tools to achieve a different goal of play.I have no interest in playing Candyland.
I refuse to sacrifice satisfaction on the alter of fun.
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I realize that this style of play isn't for everyone, but, well run, it is surprising how many people enjoy it.
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Again, I know that this isn't for everyone. 2nd Ed specifically tried to promote that "artificial propping" playstyle beause there are some people who wanted it that way. Making good decisions is ultimately hard.
My daughter is more comfortable eating with cutlery than with chopsticks. I'm not sure that anything very definite can be inferred from the fact that a child shares the tastes and/or habits of her parent.my nine-year-old daughter seems able, not only to grasp that death means death, but to grasp why death means death makes the game better.
Simply put, if my actions don't determine the consequences of game events, there is no point in deciding what to do at all.
Much of this post was very condescending. What's the point of the above comment? That even a child can see your preferred playstyle is better? Where does that leave those who disagree with you?Again, my nine-year-old daughter seems able, not only to grasp that death means death, but to grasp why death means death makes the game better.
I don't understand this at all. I believe most people who play games find fun to be satisfying.I refuse to sacrifice satisfaction on the alter of fun.
I think most groups were ready for the change.Why was 3e adopted so strongly over 2e?
There is a difference here between flavour of the supplement variety, and mechanics that perhaps more accurately represent the flavour they are trying to. I think 3E was more successful at the latter than 2E - YMMV and vice versa with the former. Getting away from Thac0's and tables was a step in the right direction.Hussar said:If the priority of design should be flavour first, then 2e should be considered a much better game than 3e. 2e's flavour, and by many accounts, 1e's as well, is considered superiour to 3e. Yet, 3e is far and away more popular. What accounts for this success?
I disagree to a degree. I think power was taken by players who soaked up the rules. This meant that the "rules-power" as it were was held by the DM mainly but also with certain players as well. There was a sense by those players that a sucky DM's call wasn't going to ruin their gaming day (as could sometimes happen in 2E). However, in some groups with players that did not wish to study their PHB in between sessions, I think you could get a certain disenfranchisement for those players. They were now outsiders, at the mercy of those who knew what was going on.Hussar said:Another big criticism of 3e was the disempowerment of DM's. The rules do take away a great deal of power from DM's compared to earlier editions. But, they don't give that power to the players. The rules keep the power for themselves. Why would the designers do that?