...So neither of these exist...except for where they exist?
The point being, they went from being damn near ubiquitous in earlier editions to being mere footnotes in the current one.
...So neither of these exist...except for where they exist?
The point being, they went from being damn near ubiquitous in earlier editions to being mere footnotes in the current one.
If Mearls is looking for 'common ground' to to unify the editions, he is going to fail. Sure, he could try but the real question is not one of 'Could we?'. The real question is 'Should we?' and therein lies the rub. People have stayed with their favorite edition for a reason and that being principally it 'works for them' and it is how they quantify 'what is D&D' to them.
I think your second paragraph is exactly what I was trying to do, namely tease out some of the underlying processes in a complicated system...
I had an Aunt Ithesis. We didn't get along very well.antithesis
Oh, and you were doing a good job of it, too. I was basically just coming in and saying that I think the teasing out is a worthwhile activity, but that I disagree with the likelihood of the particular emergent properties you were suggesting. Then rather than writing a huge post on what I thought it would be, acknowledging that is difficult to say.
That is, I was registering disagreement but copping out on my answer.![]()
Sure. This doesn't prove, though, that getting a +1 sword or quiver of +1 arrows is a semi-major event. I don't even think it provides any evidence in favour of that claim - which was the claim I was responding to in my first post about magic items in classic D&D.Using the tables results both in potential magic, and potential problems.
Well, my point was pretty simple, namely, that finding a +1 dagger or +1 arrows, even in classic D&D, was in my experience not generally a semi-major event. So it's quite relevant to my point to indicate that finding a flametongue is different - different from finding a +1 weapon, and different in classic D&D from in 4e.None of that ever seemed to be the point.
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Agreed, but that does nothing to change the point.
I've never said that my experiences with classic D&D and 4e were, overall or even on the whole or to a significant extent the same.I already assumed, I'd even say "knew", that your experiences continue to be the same.
Maybe I'm an outlier, but the reason I play 4e is because it gives a fantasy RPG experience that is quite different from what I think of as "classic D&D".People have stayed with their favorite edition for a reason and that being principally it 'works for them' and it is how they quantify 'what is D&D' to them.
Not in Basic/Expert or AD&D. In those systems it's one or two hp per day (with a CON bonus per week, I think, in AD&D).Well, it scales almost linearly: 1 hit point per level per day.
Easiness is, to a signficant extent, in the eye of the beholder. I would regard a solution to healing magic that requires rewriting and rebalancing the core ability of the cleric class - namely, magical healing - as not all that easy.If this is your strongest remaining objection, then it can be easily handled. Simply make the hit points restored by healing magic be dependent on the level of the target rather than the level of the caster. This would parallel the existing assumption that the rate of natural healing depends on the level of the caster (a seriously wounded 4th level fighter and a seriously wounded 12th level fighter close their wounds at the same natural rate). Some changes might be required regarding the power and availablity of such spells and to the balance expectations of your game world, but if your principle problem is only that you don't think it fair that a cure light wounds heals most ills for a low level character but literally only light wounds for a high level one that change can be easily made.
I like the way you think!Yep. Then once you've got your basic math for that mechanic, abstract it a bit, and smooth of the rough edges for handling time. You'll end up with something very much like healing surges.
Are you referring to healing surges as a mechanism for regulating hit point regain from spells etc, heaing surges as a limit on the amount of healing that my be received in a given time period, or the extended-restr-recovery aspect of healing surges?Healing surges go way way too far the other way, essentially stating that not only is some of the damage of hit points abstract, but that it all is. The Healing surge mechanic gives a character such extraordinary powers of recovery that we must assume that they are never actually injured.