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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How did 4e take simulation away from D&D?
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<blockquote data-quote="eriktheguy" data-source="post: 5508880" data-attributes="member: 83662"><p>There's bloodied (injured enough to trigger keyword effects but not too much that you can't fight), and unconscious (injured enough not to be able to fight, but not dead). You have a ton of HP, but only a little is available in each fight (HP vs surges). 4e actually puts you out of commission when you only lose a small fraction of your total daily HP. That's much faster than any previous edition. I actually just tell my players they are out of commission when they reach 0 HP, but still let them observe. This feels more like a real battlefield casualty; the injured warrior watches helplessly from the sidelines.</p><p> Your ability to get over it is represented by Fort, Ref and Will, which enemies need to hit to inflict the condition. It's the same as previous editions. Saving throws are used to track duration, not represent hardiness. Also there are lots of races, classes, feats with a good natural ability to get over various conditions.</p><p>If you change the name from 'save' to 'duration check' and you refer to 'Non-AC defenses' as 'saves', you might not even notice.</p><p></p><p>This is a common theme with simulation in fantasy games. Classes which rely on martial training get penalized by "common sense". Classes which use magic don't because "it's magic". There's no reason that a Wizard shouldn't be able to take a breather before the next fight and prepare fireball again, other than the arbitrary constrains of the system.</p><p>On the other hand, I can design a fighter whose encounter and daily exploits are performed by expending chi energy or calling on my ancestors, thus explaining the limitations. The limitation 'makes sense', because it is mysterious.</p><p>In fantasy characters do things that aren't realistic, even martial characters. Applying simulation to them only, while excusing any class that is 'mysterious' is kind of silly.</p><p> These two are really the same point. There are lots of opinions around here about whether the game should be more complex or simpler. I think improving simulation leans towards the complex side. I'd like to know what you think about +1/2 level to everything doesn't make sense though.</p><p></p><p>I and many others agree with you. I've dropped them altogether, but I have incorporated the ideas of DCs based on the level of the situation, and a number of successes before failures.</p><p>If martial characters couldn't do the impossible, they wouldn't be allowed past level 5.</p><p></p><p>There is no math. Give out the parcels in the DMG, and your players subtract the gold that they spend on items when they buy them. Maybe just dust off your old calculator, but leave the textbook on the shelf. At worst it's a bit of bookkeeping. If you like simulation and dislike bookkeeping... I have bad news.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5508880, member: 83662"] There's bloodied (injured enough to trigger keyword effects but not too much that you can't fight), and unconscious (injured enough not to be able to fight, but not dead). You have a ton of HP, but only a little is available in each fight (HP vs surges). 4e actually puts you out of commission when you only lose a small fraction of your total daily HP. That's much faster than any previous edition. I actually just tell my players they are out of commission when they reach 0 HP, but still let them observe. This feels more like a real battlefield casualty; the injured warrior watches helplessly from the sidelines. Your ability to get over it is represented by Fort, Ref and Will, which enemies need to hit to inflict the condition. It's the same as previous editions. Saving throws are used to track duration, not represent hardiness. Also there are lots of races, classes, feats with a good natural ability to get over various conditions. If you change the name from 'save' to 'duration check' and you refer to 'Non-AC defenses' as 'saves', you might not even notice. This is a common theme with simulation in fantasy games. Classes which rely on martial training get penalized by "common sense". Classes which use magic don't because "it's magic". There's no reason that a Wizard shouldn't be able to take a breather before the next fight and prepare fireball again, other than the arbitrary constrains of the system. On the other hand, I can design a fighter whose encounter and daily exploits are performed by expending chi energy or calling on my ancestors, thus explaining the limitations. The limitation 'makes sense', because it is mysterious. In fantasy characters do things that aren't realistic, even martial characters. Applying simulation to them only, while excusing any class that is 'mysterious' is kind of silly. These two are really the same point. There are lots of opinions around here about whether the game should be more complex or simpler. I think improving simulation leans towards the complex side. I'd like to know what you think about +1/2 level to everything doesn't make sense though. I and many others agree with you. I've dropped them altogether, but I have incorporated the ideas of DCs based on the level of the situation, and a number of successes before failures. If martial characters couldn't do the impossible, they wouldn't be allowed past level 5. There is no math. Give out the parcels in the DMG, and your players subtract the gold that they spend on items when they buy them. Maybe just dust off your old calculator, but leave the textbook on the shelf. At worst it's a bit of bookkeeping. If you like simulation and dislike bookkeeping... I have bad news. [/QUOTE]
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How did 4e take simulation away from D&D?
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