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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Flavour First vs Game First - a comparison
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="Herremann the Wise" data-source="post: 4466986" data-attributes="member: 11300"><p>That's obviously cool for you. In the games I have played over the decades though, we have always treated resurrections of any description as special - it's just how our group likes to play such things and how I think we'll continue to play things in 4E, even though as you say, it can be viewed as mechanically just a healing spell that can take even the most severely damaged creature/blob back to running around. As I tried to indicate before, my players are stuck in their ways and would not view dead as just a worse condition than dying. </p><p>I agree and I think this is a good thing in the 4E games I am playing. The price of failure is not as great as in previous versions or other games - you can normally dust yourself up and get back into the fray without too many hinderances. In case you hadn't noticed from previous posts/threads of mine, I actually like 4E, I like a lot of the things WotC have done with the game. Our group's enjoying it although we do have a handful of quibbles here and there. What edition of D&D has not produced such quibbles within a group?</p><p></p><p>Going right back to my first post in this thread, I have just tried to present a couple of mechanics relating to hit points/damage/healing in 3E and 4E that I think produce anomalies because the mechanics don't mesh well enough with the flavour they are trying to present. </p><p></p><p>Fine but as I have said, the mechanics of the game don't inform the players very well how to do this - and while your guidelines work for you, they leave several ramifications that do not mesh with my group's play style. The style of game our group plays, the players more look to the mechanics and DM to define what is going on in the game. Your style of play is different (no better, no worse, just different).</p><p></p><p></p><p>That is one solution to the problem. Or you could have a mechanic that produces a result that can be quickly interpreted because the mechanic is clean and elegant and meshes well with the flavour it is representing.</p><p></p><p>Let's say for example that hit points only represented physical damage (the wherewithal to keep fighting, turn serious damage into grazing blows, luck, divine favor and all the other stuff is handled by other mechanics - AC, Defenses etc.). You have 10 hit points and can go all the way down to -10 hit points before dying. However, at zero hp or less, injuries are quite severe (involving a tracking system like you have with the Legbreaker! - which I'll comment on below).</p><p></p><p>You take 2 hit points of damage (still have 8 left). Enough to make you bleed but you can obviously suck it up (you could take 3 more of those puppies before they start to really hurt). You keep fighting taking a few bruises but your fighting resolve is still OK and you're health is obviously good enough to keep going. You then take 12 hit points of damage. Yep, that one really hurt, takes you to -4 and you're rolling on an injury track to see what's happened. You roll so-so, broken leg but you're still conscious but obviously badly wounded. Your situation is easily interpreted from the mechanics/processes involved. The player can immediately roleplay the situation knowing exactly what state, their PC is in. They don't have to worry about conveying misinformation.</p><p></p><p>A different but I think equally valid solution to the processing gap/overload you describe. The one thing human's are very good at doing is judging a situation quickly. Give them easily interpreted variables and I think most people are OK.</p><p></p><p>Well done! I think injury tracks like the disease tracks already given are an excellent idea - not to all players tastes mind you but heh. In terms of the narrative of the game, it would fill a gap that is there as my previous little scenario tried to demonstrate. Thank you very much for the detailed input.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 4466986, member: 11300"] That's obviously cool for you. In the games I have played over the decades though, we have always treated resurrections of any description as special - it's just how our group likes to play such things and how I think we'll continue to play things in 4E, even though as you say, it can be viewed as mechanically just a healing spell that can take even the most severely damaged creature/blob back to running around. As I tried to indicate before, my players are stuck in their ways and would not view dead as just a worse condition than dying. I agree and I think this is a good thing in the 4E games I am playing. The price of failure is not as great as in previous versions or other games - you can normally dust yourself up and get back into the fray without too many hinderances. In case you hadn't noticed from previous posts/threads of mine, I actually like 4E, I like a lot of the things WotC have done with the game. Our group's enjoying it although we do have a handful of quibbles here and there. What edition of D&D has not produced such quibbles within a group? Going right back to my first post in this thread, I have just tried to present a couple of mechanics relating to hit points/damage/healing in 3E and 4E that I think produce anomalies because the mechanics don't mesh well enough with the flavour they are trying to present. Fine but as I have said, the mechanics of the game don't inform the players very well how to do this - and while your guidelines work for you, they leave several ramifications that do not mesh with my group's play style. The style of game our group plays, the players more look to the mechanics and DM to define what is going on in the game. Your style of play is different (no better, no worse, just different). That is one solution to the problem. Or you could have a mechanic that produces a result that can be quickly interpreted because the mechanic is clean and elegant and meshes well with the flavour it is representing. Let's say for example that hit points only represented physical damage (the wherewithal to keep fighting, turn serious damage into grazing blows, luck, divine favor and all the other stuff is handled by other mechanics - AC, Defenses etc.). You have 10 hit points and can go all the way down to -10 hit points before dying. However, at zero hp or less, injuries are quite severe (involving a tracking system like you have with the Legbreaker! - which I'll comment on below). You take 2 hit points of damage (still have 8 left). Enough to make you bleed but you can obviously suck it up (you could take 3 more of those puppies before they start to really hurt). You keep fighting taking a few bruises but your fighting resolve is still OK and you're health is obviously good enough to keep going. You then take 12 hit points of damage. Yep, that one really hurt, takes you to -4 and you're rolling on an injury track to see what's happened. You roll so-so, broken leg but you're still conscious but obviously badly wounded. Your situation is easily interpreted from the mechanics/processes involved. The player can immediately roleplay the situation knowing exactly what state, their PC is in. They don't have to worry about conveying misinformation. A different but I think equally valid solution to the processing gap/overload you describe. The one thing human's are very good at doing is judging a situation quickly. Give them easily interpreted variables and I think most people are OK. Well done! I think injury tracks like the disease tracks already given are an excellent idea - not to all players tastes mind you but heh. In terms of the narrative of the game, it would fill a gap that is there as my previous little scenario tried to demonstrate. Thank you very much for the detailed input.:) Best Regards Herremann the Wise [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Flavour First vs Game First - a comparison
Top