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Healing Surges innate Blessed band aids
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<blockquote data-quote="Zil" data-source="post: 4160524" data-attributes="member: 20004"><p>If it comes down to stating creds, I've been administering and designing/programming on-line Fantasy RPGs since back in 1991, so I know something about what I'm talking about when I see design elements that look like something designed to fit well in a computer simulation. But that was never my point. I don't personally have any problems with D&D 4E feeling more like a computer game.</p><p></p><p>What I have problems with are mechanics that are too "in your face" mechanical and which break my ability to immerse myself in the game. I also dislike gutting the Vancian spell system. While I do like to occasionally play the D&D minis game, I don't like my D&D games feeling too much like the minis game, which some of the abilities and terms chosen make it feel. I don't like that the characters are now heroes at first level and that there is an inherent assumption that players are far better/more important than everyone else in the world. I'm disappointed that they moved away from a standard build system for players and monsters/NPCs, but I can see why they did so because it was always more difficult/time consuming to build NPCs/monsters in 3.x than in earlier versions of D&D. I also find that the attempt to balance all the classes with a consistent set of mechanics has made them a bit too similar and suspect that they might get bland after a while of regular play.</p><p></p><p>The healing surge mechanic is one of those things that doesn't quite work for me. While it seems fairly elegant as a game mechanic, it doesn't really mesh well with how I like to run or play in D&D. I find the healing surge is more "gamey" and feels like a less realistic approach to hit points - or at least it has not been explained in a way that I can wrap my head around so that I can still immerse myself in the world.</p></blockquote><p></p>
[QUOTE="Zil, post: 4160524, member: 20004"] If it comes down to stating creds, I've been administering and designing/programming on-line Fantasy RPGs since back in 1991, so I know something about what I'm talking about when I see design elements that look like something designed to fit well in a computer simulation. But that was never my point. I don't personally have any problems with D&D 4E feeling more like a computer game. What I have problems with are mechanics that are too "in your face" mechanical and which break my ability to immerse myself in the game. I also dislike gutting the Vancian spell system. While I do like to occasionally play the D&D minis game, I don't like my D&D games feeling too much like the minis game, which some of the abilities and terms chosen make it feel. I don't like that the characters are now heroes at first level and that there is an inherent assumption that players are far better/more important than everyone else in the world. I'm disappointed that they moved away from a standard build system for players and monsters/NPCs, but I can see why they did so because it was always more difficult/time consuming to build NPCs/monsters in 3.x than in earlier versions of D&D. I also find that the attempt to balance all the classes with a consistent set of mechanics has made them a bit too similar and suspect that they might get bland after a while of regular play. The healing surge mechanic is one of those things that doesn't quite work for me. While it seems fairly elegant as a game mechanic, it doesn't really mesh well with how I like to run or play in D&D. I find the healing surge is more "gamey" and feels like a less realistic approach to hit points - or at least it has not been explained in a way that I can wrap my head around so that I can still immerse myself in the world. [/QUOTE]
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