Jeff Wilder
First Post
"What are 'caltrops,' Alex, FTW?"Yep, he was suffering from the "slowed" condition. How would he have been modeled in previous games?
"What are 'caltrops,' Alex, FTW?"Yep, he was suffering from the "slowed" condition. How would he have been modeled in previous games?
"What are 'caltrops,' Alex, FTW?"
This has been covered many, many times. Let's just say I prefer a model in which when the DM says someone is "beat up and injured," it actually means something game mechanically, even if all it means is "less capable in a fight than he would be if he weren't beat up and injured." You don't grok. That's okay.So there is a mechanic in both games that slows the character down. So how is he "better" modeled in pre-4e HP?
Its just a style difference. The older systems weren't perfect but they modeled PC's a bit closer to real people than four color superheroes.
The slower recovery (without magic) was an important reminder that even though the PC's are heroes, they are still people, and can be injured rather severely.
If the DM and players are happy with the superhero approach then go for it. Its one thing that dips its spandex foot into my tub of traditional fantasy a bit too deep for my liking.
Some keep calling it that (superheroes) but I'd say that is looking at previous editions through rose colored glasses. D&D Heroes have never been close to real people. How many HP did a commoner in 1e have. That was static too, he always had that amount. In 3e, the commoner now can be a 20th level commoner and be a superhero himself, but the average 20th level adventurer still left him in the dust. 4e is no different.
When compared to "real people", the real people are left far behind in any edition of D&D.
See I find this interesting because I feel it (like I feel most stuff in gaming) is only that way because YOU have chosen to view it that way.
I've never liked the idea of mapping HP to physical damage pretty much for this reason. If you do that in my opinion THAT brings out the super hero thing.
Its not really about view choice, its about mechanics to represent something or the lack thereof. If you read my previous posts, you will see that I agree that hp are abstract and a poor way to model injury. The superhero thing is simply a consequence of all D&D characters healing hp like trolls and no other mechanic introduced to model slow recovery in its place.
The healing surge mechanic can be found in some movies and in other movies it is not used. I'm not sure what the point is in pointing out examples of each. Some people like movies where the hero is plotted that way, some people don't. Some people like heroes in movies acting that way but don't want to run/play in rpgs like that.
/snip
Its not really about view choice, its about mechanics to represent something or the lack thereof. If you read my previous posts, you will see that I agree that hp are abstract and a poor way to model injury. The superhero thing is simply a consequence of all D&D characters healing hp like trolls and no other mechanic introduced to model slow recovery in its place.
See again, I see this as someone choosing to view HP as only intended to model physical damage (even if poorly.)
Characters aren't healing HP like trolls. The game is simply returning the players ability to not be dead. In story this can be anything you want it to be. A good nights sleep, a good set of bandages, an inspiring speach. Whatever. The characetrs ability to not get killed is returned.
Thats the thing of it for me. It's the ability to not get killed vers the ability to "take a lot of damage."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.