D'karr
Adventurer
Charwoman Gene said:Trying to mock hong is like trying to drown water,
It's more like attacking the darkness.
Charwoman Gene said:Trying to mock hong is like trying to drown water,
Heh. I've found his 4e posts to be consistently interesting and informed.HeavenShallBurn said:Yes Hong just doesn't stop, just ignore him it's not like he's said much worth hearing since the announcement anyway.
Mustrum_Ridcully said:Why do you have to explain this? In 4E, everybody gets healing. Apparently, some spellcasters have a healing tool that allows them to heal other people. For your self-healing, you use rituals, or magical items, or technology.
Does Cure Light Wounds even exist anymore? Now that they've changed the way healing works to begin with, you're rather going to improve the second-winds or whatever the mundane classes have as healing mechanic to patch themselves up, aren't you? And Khur, who apperantly is one of the very 4th edition game designers said that there is a way to heal outside of combat game mechanics...Goreg Skullcrusher said:Giving fighters "Healing Stimpacks" and clerics Cure Light Wounds doesn't explain why the cleric doesn't have both Healing Stimpacks and Cure Light Wounds. Saying that each is arbitralily limited to one doesn't sit well with me.
By the rules in 3E, everything is measured in 5ft steps. There are no smaller denotions you can move in. Does this mean that 5 ft is the world's "Planck Length", and you can't define a position more precisely then this in the game world?Goreg Skullcrusher said:Because I don't accept videogame-like handwaving at my table? That kind of explanation is just as good as no explanation at all. You could very well have a game where eating food heals your HP and physically closes your wounds. In my games I demand at least a small adherence to reality (not a horrible amount mind, we play 3.5 mostly). If everyone can heal themselves in 4E I expect a system that makes some modicum of sense. Giving fighters "Healing Stimpacks" and clerics Cure Light Wounds doesn't explain why the cleric doesn't have both Healing Stimpacks and Cure Light Wounds. Saying that each is arbitralily limited to one doesn't sit well with me.
This goes back to my no-injury model; it's the only one I can think of that sensically allows martial-types to heal as effectively as magic-users.
Doesn't make the game non-swingy. It reduces the likelyhood, but a natural 20 later, and the wizard is still dead. It's just like with those pesky save or die spells. "I can only fail on a naural 1 or 2! *roll* "2! There goes another Fighter...."Storm-Bringer said:Then you probably want a more skill based system where you can set the number of points to generate a character. Not just D&D, but any class and level system is geared to fragile low level characters. There are ways around that, but there are certain conventions inherent to the genre.
7 hit points vs. 2d4+2 (18-20 x2) seems like a good example for low survivability at 1st level. (Level 1 Rogue attacked by a CR 1/2 Orc). But see below or previous posts.
So, with my pay analogy, your taxes have somewhat decreased. That Kobold Skirmisher is down in about three hits, on average. Roughly comparable with previous editions. Presumably there will be fewer Kobold Skirmishers than standard kobolds to fight.
A fight is exciting when there is a chance you will lose, but survive through cleverness and teamwork. Sometimes, the DM has to fudge that a bit. They may have a penalty to damage for poor quality weapons. Maybe they have a penalty to attack rolls from bright light. There are dozens of ways to legitimately decrease the 'lethality' of an encounter before the DM has to resort to fudging dice.The ration is approximately 4 Kobolds vs 5 players. (Assuming Skirmishers. 4 Minions equal one Skirmisher, so you could go as high as 16 Kobolds).
The important thing is - it's unlikely that the 4 Kobolds kill anyone in the first round of combat. They might be able to do that in the second round, but the players get to take a shot at this first, and can bring the weakened PCs to relative safety. That's a big difference to 3E, where just one of the Kobolds might need to hit at all to take someone out of the fight.
Doesn't changed that it's very boring. Effective or sensible doesn't exclude the option of bore.Why not? It's a tried and true tactic. Sun Tzu extolled its virtues.
The Orc is not an innappropriate challenge! It has a CR of 1/2. I am expected to send 4 pairs of them at my PC over the course of a day, by the encounter guidelines.Yes, and I was saying that if the DM is throwing inappropriate challenges at the players, it doesn't matter what edition you use. If the players assume they have total script immunity, but the DM wants them to retreat, there is a conflict that isn't covered by any ruleset. They could be fighting orcs, giants, dragons or gods. If the expectations of the DM and players don't match, you can't adjudicate the solution.
Mustrum_Ridcully said:By the rules in 3E, everything is measured in 5ft steps. There are no smaller denotions you can move in. Does this mean that 5 ft is the world's "Planck Length", and you can't define a position more precisely then this in the game world?
Off course not. The rules just abstract this details away.
Is a 5 ft by 5 ft square entirely empty? Or does it contain some rocks, or dust, or the ribcage of a skeleton? The rules don't tell you.
The healing rules abstract the details of how you heal away. Maybe you're taking a shot of healing nanites, or you say a rhyme that attracts little feys that heal you. Or you take another dip from your healing potion. You apply an elven healing salve. The spellcaster creates a magical healing circle around the group. *)
It's a detail not covered by the rule, just like any distance lower then 5 ft, or the number or position of stones in the square you occupy.
*) Or you do something else, and rule that characters are only seriously hurt if they are out of healing surges and hit points.
DandD said:Does Cure Light Wounds even exist anymore? Now that they've changed the way healing works to begin with, you're rather going to improve the second-winds or whatever the mundane classes have as healing mechanic to patch themselves up, aren't you? And Khur, who apperantly is one of the very 4th edition game designers said that there is a way to heal outside of combat game mechanics...
Goreg Skullcrusher said:If it's somelike like a physical healing item, the question is then why doesn't the cleric have access to both?.