EnglishLanguage
First Post
Reading between the lines stops being useful when you ignore the lines themselves while looking for something between them that may or may not be there.
I had read this and was ready to reply, but read through the rest of the thread first.Somehow it matters very much to me if there are signficantly different versions of visions in everyone's head. I'd worry that it sterilizes the story, that people would be walking on eggshells afraid that their vision would intrude on others, and that many people would not be imagining at all what was happening which leads to further blindspots in the fiction.
I don't really have anything to add to [MENTION=27160]Balesir[/MENTION] and [MENTION=87792]Neonchameleon[/MENTION]'s extended replies to this. In-combat healing is rationed in two ways: via limited usage of healing abilities (encounter powers, consumables etc), and via healing surges being a finite resource. Healing surges being proportional means that a common power suite can be more powerful when used by fighters, paladins etc than when used by thieves, wizards etc.The narrative you describe is unrelated to "healing surges" and could be replicated with any healing in combat, be it proportional or not, static or random.
<snip>
healing surges, as currently presented, prevent attrition
<snip>
If surges were removed and replaced with, say dice, or a set number of hp (5/level) individual encounters would play almost identically.
I disagree. All classes and characters have hit points, which is a long-term resource (healed either by daily spells in pre-4e, or by consumables, or by extended rests). Managing hit point loss and recovery is a big part of traditional D&D play. It remains part of 4e play, but mediated via the healing surge mechanics.long-term resource management is only somewhat a "traditional aspect of D&D". It's there, but not for all classes/characters.
But healing surges as a finite pool of unlockable healing are one way to implement in-combat healing, to link it to overall damage taken (because you spend from the same pool to recover hit points after a combat), and to create a resource that can be drawn upon for other purposes (rituals, skill challenges etc).I agreed that in-combat healing was valid, but was independent from healing surges.
there is only the one form of dramatic pacing rather than two. There can only be drama in individual encounters and what happened in prior encounters is largely irrelevant so long as the PCs survived.
I'm not sure I really follow this.In this edition, all fights are meant to have the risk of death. You could do that in other editions with fewer larger fights. But it works better in 4e. But it's a very different design than earlier editions where there were a number of fights that individually would pose no threat but would wear down a party. That style of attrition doesn't work as well in 4e as PCs just use encounter powers and thus expend almost no resources, and actually gain Action Points so you're more powerful after the numerous mook fights.
4e takes the two different types of narrative drama and reduces it to one more effective type of drama. Which is excellent if you like that type of drama where every fight is meant to be a dramatic set piece battle. Less so if you just want a long series of mook fights.
In this, healing surges are irrelevant save as a means of reliably healing PCs to full independent of magic between each set piece battle. It makes the set pieces easier to reliably balance but, because healing is so accessible, hitpoint attrition cannot take place
<snip>
It doesn't matter if the adventure included 2 fights that each really taxed the party and ended with them being spent or six fights that gradually wore down the party. The end result is the same, which makes healing surges artificial as they have no influence on how the party is at the start of the day or the end of the day. They only impact how healthy the party is at the start of each individual fight.
<snip>
The game itself is designed around encouraging one strong fight over two mook fights. Healing surges are just a part of that overall design. They exist for that reason and that reason alone. Anything else is just tangential or a side effect.
Which people? When I run a game, and prepare for it, I certainly think hard about the likely adventure pacing. I make plans to account for that, and I take it into account when actually framing the encounters during the course of play.People don't say "Imma gonna write and adventure and it's going to have 6 level+1 encounters." They write and adventure and then work in the encounters that make sense.
You move from "can be" to "is". That inferential move is invalid. A mammal can be a cat. But it needn't be; it might be a dog.If an encounter can be a narrative (which you claim above) then the series of connected events that is exploring a dungeon and looting its treasure is also a narrative.
That's not true at all. For instance, if the GM narrates that there are bushes creating difficult terrain, and a player is able to use an ability to confer his/her PC with forest walk, then that PC can now ignore the difficult terrain. That's "flavour text" affecting action resolution.the flavour text in 4th Edition has no impact at all
Classic D&D was not a storytelling game. It was (primarily) a dungeon exploration game, with support also for wilderness exploration - by "exploration" I mean the players, via the play of their PCs and the action resolution mechanics (eg searching, getting lost, etc), move through an imaginary area and learn what it looks like and what it is in it. There are also action resolution mechanics for determining whether creatures encountered are friendly or hostile, and if hostile for resolving fights with them.It'd be easy to treat D&D like a combat simulator, a dungeon delve, where you move from one combat to the next. But that's not the case. If you do just want to move from one combat to the next, then the game ceases to be D&D and you're playing a miniature combat game.
<snip>
If you're not telling a story in D&D you're just playing a miniature combat game.
4e is, at least in my own play of it, a very different game from classic D&D, because it has only limited support for exploration. But it has much more elaborate rules for encounter resolution. And also has much better mechanics for supporting storytelling, particularly in respect of pacing (both adventure-level and encounter-level pacing).I didn't say 4e is a tactical skirmish game and/or board game. It certainly leans more in that direction than other games, but it still has a couple mechanics that keep it in RPG territory. Like skill challenges and social skills.
This is a biographical statement about you. It is certainly not true for me. 4e requires from me the same sort of suspension of disbelief as does reading LotR or REH, or watching an X-Men movie. But it doesn't require the absurdities of classic D&D, in which ostensibly mundane human beings can recover from near-fatal injuries in a week or two of resting.I was saying that, in its design, it leans more to Gamist logic and requires much, much more willing suspension of disbelief.
This is a new thing for me. I've always regarded making up fiction as part of playing the game.If the game doesn't say something, any explanation is just a fan justification. Fan wanking really.
Arguing that there's no narrative disparity between warlord's inspiring word or clerical healing word because you can describe the latter as being the god's divine inspiration is not a valid excuse.
<snip>
Cool fan theory, but since the movie didn't show it, it's just speculation/ fan wanking.
<snip>
3. Hit points seem to work best when everybody has fewer of them. There's a bi-i-ig difference between a 1e 1st-level character with 8 h.p. and a 4e 1st-level character with 25, when each gets hit by a shortsword swing for 6. Weapon and spell damage hasn't scaled up much if any over the editions - a longsword has always done d8, a fireball d6/level, etc. - but hit point totals have both for PCs and their foes. To me that's a flaw; and very much contributes both to the h.p.-as-luck-not-meat line of thinking and to a sense of - if not immortality - a certain lack of fear of minor encounters. Any encounter, no matter how minor, should be cause for at least a bit of concern.
Lanefan
3. Hit points seem to work best when everybody has fewer of them. There's a bi-i-ig difference between a 1e 1st-level character with 8 h.p. and a 4e 1st-level character with 25, when each gets hit by a shortsword swing for 6. Weapon and spell damage hasn't scaled up much if any over the editions - a longsword has always done d8, a fireball d6/level, etc. - but hit point totals have both for PCs and their foes. To me that's a flaw; and very much contributes both to the h.p.-as-luck-not-meat line of thinking and to a sense of - if not immortality - a certain lack of fear of minor encounters. Any encounter, no matter how minor, should be cause for at least a bit of concern.
Lanefan
H. Hit points seem to work best when everybody has fewer of them. There's a bi-i-ig difference between a 1e 1st-level character with 8 h.p. and a 4e 1st-level character with 25, when each gets hit by a shortsword swing for 6. Weapon and spell damage hasn't scaled up much if any over the editions - a longsword has always done d8, a fireball d6/level, etc. - but hit point totals have both for PCs and their foes. To me that's a flaw; and very much contributes both to the h.p.-as-luck-not-meat line of thinking and to a sense of - if not immortality - a certain lack of fear of minor encounters. Any encounter, no matter how minor, should be cause for at least a bit of concern.
I gave it some honest thought, but that water is too cold/hot but not just right for me. I appreciate the alternative viewpoint but D&D Next is my best bet. I'm interested in what-if?/world-building, and this approach wouldn't lead to the kind of internal consistency (or the illusion of internal consistency) I appreciate. The archway being on the left or right is a different kind of confusion representing an acceptable or tolerable quality of detail, unless the DM was being incohesive ("I thought the archway on the left was made from old ruined stones, but now you're telling me it's made of hardened bubblegum carved with pink ponies?" to use an extreme example)Hence I came across @Balesir 's reply, and mine is bascially the same: "Come on in, the water's fine." Or as I was going to put it: in practice I haven't encountered the problem you describe. I think the reason for this is that, as the shared fiction becomes more salient for action resolution, the shared details become more and more precise as participants articulate them in the course of play.
Of course there can be confusions/conflicts, but I don't think these are any different from the confusions that arise in any RPGing from player misunderstanding of a GM's description ("I thought the archway was on the left, but now you're telling me it is on the right?").
I didn't know it was an actual term, but apparently fan wanking has a specific meaning and can have a implied criticism. In this thread, "fan wanking" would seem to be a reference to making up fiction that feels artificially constrained and a person's suspension of disbelief fails, or to use Balesir's term, the "brain simply rebels" -- not because of simulationist mechanics that fail to feel simulationist (which is how Balesir used it) but in this case because the fiction that's filled in to color inbetween the lines has (subjectively) failed to satisfy and transcend the canon lines.This is a new thing for me. I've always regarded making up fiction as part of playing the game.[
I'm going to disagree here - hit points work well at any value when the metaphor is seen through. To offer a very clear counterexample, C J Carella's All Flesh Must Be Eaten handed everyone a bucketload of hit points for a survival horror - but this means you can start whittling away at them in 1s and 2s for minor things that are a lot less dangerous than combat. Like tripping. Really added to the tension when you actually faced a monster. (This works quite surprisingly well in 4e as well - with the PCs getting absolutely desperate for a five minute rest - longer if you've hacked the rest mechanics but it doesn't need it).