pawsplay
Hero
I'm not the biggest fan of "last ditch" and "first hurdle" as terminology - they carry evaluations that I don't really share - but putting the evaluation to one side, I agree. 4e's difference from AD&D is not in having metagaming-type mechanics, but embracing them.
Sorry, I wasn't trying to be prejudicial. I guess that is simply my preferences showing.
In HeroQuest they recharge by turning up for sessions and doing stuff - a bit like 4e's XPs. I'm not sure where you see this as falling on your spectrum.
It's functional, but, uh, I don't want to throw out a fancy term here, but structuralist. You do the things you are rewarded for doing so you can continue to be rewarded for them and doing them... HeroQuest is laudable for giving the players many opportunities to craft the narrative, but I see that as the back wall, against which you may well bump. One of the things I like about mechanical aspects of games is that the dice (cards, whatever) can surprise you. In HQ, it's really only the other players that can truly surprise you.
I don't think HQ is particularly more dissociative than 4e, and may even be less so in the typical game, but there is definitely a ceiling to how player-PC congruent you can get in that game. It tends to work out best when the player wants to explore their character thematically... congruence is pretty high then. As a tactical game, so-so. As a long-term resource game, I don't think HQ hits the right cylinders to be a a very congruent PC saga.
If you already responded to LostSoul's post upthread - about 4e benefitting from having extended rests be triggered narratively rather than per day - I missed it, sorry. Do you have a view on that suggestion?
I could see something like that working, but honestly, my main view is that it's a mistake to take D&D in that direction. Why do poorly what other games do well? Why abandon what D&D already does well? ... I know the 4e designers had the same thought and things still (IMO) went awry, but I think the idea is sound. My view is that D&D works best when narrative tropes are built into the game probabilistically, rather than tied to a narrative, thematic approach. RPGs are a post-modern form of storytelling, and D&D barreled onto the scene with a very post-modern approach. I think uniting the unpredictability of the RPG concept to the unpredictabilities of the D&D milieu is a winning combination.
In much the way trying to clamp down RPGs to do four-color Silver Age supers really has its issues. Comics are tidy things.
Now this I strongly disagree with, based on extensive play experience: Rolemaster damage plays nothing like D&D hit point loss, even with death from massive damage rules included. (The exception to this is creatures that take Large or especially SuperLarge criticals - in these cases, hit point attrition - hacking away the meat! - is more significant.)
I don't consider differences in specifics to be relevant. Rolemaster has hit points, and a variety of condition and sudden death mechanics. D&D is the same. Rolemaster has more conditions and sudden death mechanics tied to standard attacks, but that is only a specific difference in their design, not a difference in character.
OK, nearly all my D&D play has been above 1st level. So this aspect of hit points looms pretty large for me. The "jumping over the cliff" scenario is a variant of it. For me, the most natural interpretation of the high-level-character-survives-ambush scenario is that, at the last minute (like Conan!), s/he ducks or rolls via "sixth sense". Always.
Sure. And the corollary is that all successful assassins must have a sneak attack or assassinate ability. All of them. And for the standard D&D milieu that works well enough.