Hit points & long rests: please consider?

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Perhaps when Wotc is attempting to build bridges to people WotC has lost as customers, it would be prudent to do so right from the start. At the very least, for the most prominent objections to their previous product.
Making new bridges shouldn't be on the cost of destroying the ones you currently have. I for one am glad the playtest doesn't look lie "4e was the devil". They are still trying to fix the same problems they tried to fix with 4e. It is good to see them not ignoring them all for old times sake.
 

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Isn't this the argument for quadratic wizards/linear fighters, which so many dislike?

Not necessarily. Just because magic is not mundane doesn't mean it dominates.

In previous editions of the game, I'm a fan of levels one through around 10. For 3.x/PF I like 6 and lower. I stopped playing 3.x when the campaign I was in hit 7-9 and my diviner became a combat god. Not a fan.

The quadratic wizards/linear fighters issue seems to be handled quite well in the little we have of 5E. Well, maybe the fighter could have been designed better as reports are coming back that he lags behind in some cases.

And how often do players act according how things work in the real world and how often of things they had seen in the movie.
(Example: Hit the charmed guy on the head with a blunt weapon. There cannot be any lasting injury.)

I'm sorry movies and tv shows have misinformed people about concussions and brain damage?

Or my favorite Pf example: Blunt arrows for fighting skeletons, that do as much damage as sharp ones...

This is a perfect example of making decisions based on rules rather than expectations of mundane consistency.
 



No mutant healing factor. Different opinions on what HP stand for (they are not health or wound points). And just don't let them rest the required time if you want to hunt them down.

I tried that once in 4E. I had to keep a chase going without a 5 minute rest or they got back the bulk of their powers and all their HP. I'm glad 5E doesn't have so much refreshing every short rest.

For a fiction example for mutant healing, see Rambo. Sewing the own arm and it is as good as new.

I think this is a perfect example of genre expectation differences. I don't want D&D play that is like a 80s action movie.

Making new bridges shouldn't be on the cost of destroying the ones you currently have. I for one am glad the playtest doesn't look lie "4e was the devil". They are still trying to fix the same problems they tried to fix with 4e. It is good to see them not ignoring them all for old times sake.

I don't know how many times I have to say it. Modularity.

For a project that has the stated goal of pan-edition appeal, they sure neglected their best tool of getting there in this playtest.
 



Why can't different groups try different rates of HP refresh and report back on it?

There's already a modular option to play old school and ignore themes and background. So already you have an option for things being different for different playtesters.
 

If a group is running because they are injured and their resources are expended and suddenly that situation is undone, the fictional basis for a protracted escape is undone. They can then go "Let our powers combine!" and turn around and face what caused them to run because the situation that made it a threat (low on HP and resources) is now gone.

What's good for the goose is great for the gander. The party retreats to heal back to full overnight? So did big baddie. And he has friends now that he's been able to regroup.

My players rarely feel like super heroes. Even when playing supers, lol.

All this does is allow an adventure to continue rather than stall out. If we need to be realistic, maybe a PC should have to stop to take a leak during a chase if he drank too much at the tavern.

Keep the base system as is. PCs don't get badly hurt. They just don't. They're good to go or they're dead. Then add complexity and more realism with injuries and such as modules. This just makes sense, doesn't it?
 


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