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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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="Jester David" data-source="post: 6292634" data-attributes="member: 37579"><p>I'm getting this from a couple places.</p><p>1) The many people who agree that 4e does not do incidental mook fights well (include people who are otherwise fans of 4e)</p><p>2) The year of running, and year plus of playing 4e</p><p></p><p>In both my games, the number of times we rested because someone was low in surges happened maybe two or three times. I can count the number of times people ran out of surges on one finger and most of the time people got low we continued on and just shifted tactics. </p><p>Healing surges had zero impact on when we decided to rest. </p><p></p><p>As for attrition, because of readily available healing, PCs always started fights at full health. So there was no gradual reduction of actual health with PCs starting fights at 3/4 or 1/2 hitpoints after a few small fights. There’s no nickel-and-diming of hitpoints in 4e. You’re either at full hp, or above 85% hp and saving a surge.</p><p></p><p></p><p>Fair point on the milestones. My 4e RAW is rusty.</p><p></p><p>Still, while mook fights will run down surges, the PCs are very, very unlikely to enter any given fight below 80%hp. The moment they are hurt enough to use a surge, they will use a surge. Which is the point. </p><p>Thus the lower level mooks will never be threatening enough to damage or scare the party, because they’ll never be able to deal enough damage. The number of mook fights needed to bring a character down to near death is, well, a lot.</p><p></p><p></p><p>Just because you’re talking in character during combat in a game of <em>Battletech</em>, doesn’t mean it’s not a tactical miniature combat game. </p><p>When I play <em>Clue </em>or <em>Monopoly </em>I roleplay, talk in voices, and make decisions based on what “Professor Plum” or “Scooge McDuck, Land Baron” would do. That doesn’t make them roleplaying games.</p><p>(Try this sometime as a warmup before gaming. Break out <em>Clue</em>, do some RPing, have a blast.)</p><p></p><p></p><p>If you’re not telling story then the game is just a series of unconnected encounters. That’s not a campaign, it’s playing a board game with different scenarios. Like <em>Castle Ravenloft</em>. </p><p></p><p>To be a roleplaying game there needs to be a connected narrative between the encounters. A direct continuity. And the players need to be playing the same characters, or have some continuity between the current and past characters. </p><p></p><p></p><p>Which is why I highlighted it. Because flavour text in 4e means absolutely nothing. </p><p>There are lots of great examples. An extreme one being Sly Flourish <a href="http://slyflourish.com/extreme_reskinning_young_white_dragon_into_cyborg_assassin.html" target="_blank">reflavouring</a> a large white dragon into a medium cyborg assassin for a <em>Gamma World</em> game. Or someone changing the tone of each and every one of their powers. </p><p>The only bit of flavour text that means anything in 4e is the damage type, and that’s one bit of DM approval away from changing.</p><p></p><p></p><p>I don’t read threads without participating. If I’m saying the same thing as someone else, that means that we both came to the same conclusions independent of each other. </p><p>This is actually pretty important. If you’re seeing the same arguments and concerns again and again, maybe it’s not people quoting each other, maybe it’s people having the same reaction? </p><p></p><p></p><p>The very first thing I did when I got my 4e books was try and update <em>Keep on the Borderlands</em>. I never ran, as it was just some theorycrafting to get a feel for the edition. </p><p>Try it sometime. Run it straight, just updating monster statblocks. See how well it works. </p><p>I had to regularly combine rooms and encounters to get the right number of adversaries. The entire dynamic changed. Not to mention the tone of having every encounter be a balanced challenge for the party. And none of the traps worked just right, being the quick gotcha traps that did a bit of damage and then were disarmed, which would have a negligible effect on a party, being the kind of minor attrition doesn’t work as well. Especially since the party could easily back-up and rest. </p><p></p><p></p><p>You mean other than the dozens of interviews and articles they wrote on game design, and entire preview books devoted to the creation of 4e?</p><p>It’s really, really easy to look back at the thought processes and chain of events that led to most of the 4e designs. There’s a LOT of changes that were heralded by complaints on message board. </p><p></p><p></p><p>But where does it say that in a book? </p><p>Your argument seems to be “there isn’t a problem with the flavour, because you can just adjust the flavour.” This is a fluff-variant of the Oberoni Fallacy (aka the Rule 0 Fallacy).</p></blockquote><p></p>
[QUOTE="Jester David, post: 6292634, member: 37579"] I'm getting this from a couple places. 1) The many people who agree that 4e does not do incidental mook fights well (include people who are otherwise fans of 4e) 2) The year of running, and year plus of playing 4e In both my games, the number of times we rested because someone was low in surges happened maybe two or three times. I can count the number of times people ran out of surges on one finger and most of the time people got low we continued on and just shifted tactics. Healing surges had zero impact on when we decided to rest. As for attrition, because of readily available healing, PCs always started fights at full health. So there was no gradual reduction of actual health with PCs starting fights at 3/4 or 1/2 hitpoints after a few small fights. There’s no nickel-and-diming of hitpoints in 4e. You’re either at full hp, or above 85% hp and saving a surge. Fair point on the milestones. My 4e RAW is rusty. Still, while mook fights will run down surges, the PCs are very, very unlikely to enter any given fight below 80%hp. The moment they are hurt enough to use a surge, they will use a surge. Which is the point. Thus the lower level mooks will never be threatening enough to damage or scare the party, because they’ll never be able to deal enough damage. The number of mook fights needed to bring a character down to near death is, well, a lot. Just because you’re talking in character during combat in a game of [I]Battletech[/I], doesn’t mean it’s not a tactical miniature combat game. When I play [I]Clue [/I]or [I]Monopoly [/I]I roleplay, talk in voices, and make decisions based on what “Professor Plum” or “Scooge McDuck, Land Baron” would do. That doesn’t make them roleplaying games. (Try this sometime as a warmup before gaming. Break out [I]Clue[/I], do some RPing, have a blast.) If you’re not telling story then the game is just a series of unconnected encounters. That’s not a campaign, it’s playing a board game with different scenarios. Like [I]Castle Ravenloft[/I]. To be a roleplaying game there needs to be a connected narrative between the encounters. A direct continuity. And the players need to be playing the same characters, or have some continuity between the current and past characters. Which is why I highlighted it. Because flavour text in 4e means absolutely nothing. There are lots of great examples. An extreme one being Sly Flourish [URL="http://slyflourish.com/extreme_reskinning_young_white_dragon_into_cyborg_assassin.html"]reflavouring[/URL] a large white dragon into a medium cyborg assassin for a [I]Gamma World[/I] game. Or someone changing the tone of each and every one of their powers. The only bit of flavour text that means anything in 4e is the damage type, and that’s one bit of DM approval away from changing. I don’t read threads without participating. If I’m saying the same thing as someone else, that means that we both came to the same conclusions independent of each other. This is actually pretty important. If you’re seeing the same arguments and concerns again and again, maybe it’s not people quoting each other, maybe it’s people having the same reaction? The very first thing I did when I got my 4e books was try and update [I]Keep on the Borderlands[/I]. I never ran, as it was just some theorycrafting to get a feel for the edition. Try it sometime. Run it straight, just updating monster statblocks. See how well it works. I had to regularly combine rooms and encounters to get the right number of adversaries. The entire dynamic changed. Not to mention the tone of having every encounter be a balanced challenge for the party. And none of the traps worked just right, being the quick gotcha traps that did a bit of damage and then were disarmed, which would have a negligible effect on a party, being the kind of minor attrition doesn’t work as well. Especially since the party could easily back-up and rest. You mean other than the dozens of interviews and articles they wrote on game design, and entire preview books devoted to the creation of 4e? It’s really, really easy to look back at the thought processes and chain of events that led to most of the 4e designs. There’s a LOT of changes that were heralded by complaints on message board. But where does it say that in a book? Your argument seems to be “there isn’t a problem with the flavour, because you can just adjust the flavour.” This is a fluff-variant of the Oberoni Fallacy (aka the Rule 0 Fallacy). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
Top