My take.

hong:

1. Yes.

2. What, there are no small creatures with less than 1HD that you find formidable? Snakes, spiders, scorpions, jellyfish, wasps, etc. etc. are all fearlessly cradled in your hands? Who are you, Steve Erwin?

3. I didn't say it wasn't experienced. I said that it wasn't experienced as quickly or as intensely. But the problem is still there and still gets in the way.
 

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Celebrim said:
hong:

1. Yes.

No.

2. What, there are no small creatures with less than 1HD that you find formidable?

There are not many small creatures with less than 1HD that I find interesting, no.

Snakes, spiders, scorpions, jellyfish, wasps, etc. etc. are all fearlessly cradled in your hands? Who are you, Steve Erwin?

At this point, there is no horde of snakes, spiders, scorpions, jellyfish and wasps taking over the world/that has stuff to take. As such, I have no reason to cradle them in my hands, fearlessly or not.

3. I didn't say it wasn't experienced. I said that it wasn't experienced as quickly or as intensely. But the problem is still there and still gets in the way.

The problem is no longer there if you find more interesting things to interact with than small creatures with less than 1HD.
 

Ovinnik said:
I agree with the first point, 4e is certainly not 'gritty', and I see no easy way to make it so.

Make it so characters only get 1 healing surge back per day - or per week, or whatever longer period - instead of all of them each day.
 

hong:

1. Yes.

2. Here we just have a difference of opinions. As just one example, I would consider the 'Indiana Jones' tales to have been less interesting adventures if it had fewer snakes, bugs, spiders, rats and the like. You obviously disagree.

3. Here again we just have a difference of opinion. I think the game should be more than killing things and taking thier stuff. You obviously disagree. I'll continue to play games that let me play in ways I enjoy. You enjoy 4E!
 

Celebrim said:
This whole rant could have been avoided had you simply read the 1st edition DMG when the justification for hit points was laid out. Hit points have always been both your ability to sustain physical damage and other intangible factors. However, the outcome of that assumption is not what you think it is.

Moreover, I think you miss the point. The problem isn't that hit points are abstract, since everyone knows that they always have been. Hardly anyone that cares to play D&D is worried about abstract wounds. If they were, they would move to a system that uses hit locations and/or actual injuries of some form rather than having hit points. The root of the complaint is that in 4E they are 100% abstract rather than being merely 60% or 80% or whatever. It's not merely that injuries are abstract. It's that in 4E, there is no such thing as a non-lethal injury at all - abstract or otherwise. Per the mechanics, all wounds are either superficial or else lethal. I think that is what people are objecting to.

Which is exactly the same as 1e, 2e, and 3e. In all those editions, a fighter with 1 hit point left out of 100 is precisely the same in fighting terms as one with 100 hit points left out of 100. Nothing has changed -- except that now you get "bloodied," which I presume is the point where your shield of abilities runs out, you start to take SOME physical damage, and it lessens your capabilities in some way or other.

Nor was my explanation of my viewpoint a 'rant.' That was a logical and rational explanation, and please stop trying to make disguised ad hominem attacks to lessen the validity of my assertions. Thank you.
 

Falling Icicle said:
...No, your wizard would obviously have a reason to put points into Use Rope, since he uses it so much. My level 14 Wizard has never, not once used the Use Rope skill. We always had our rogue tie people up, since he's the one who has trained in it and is good at it. There's simply no reason for me to automatically learn how to do something that I never use and have no reason to learn....

So that is an example of how things went in 3E. Lets look forward to 4E. Now, the Rogue is still much better at Use Rope than the Wizard (his combination of a higher Dex, and having it Trained, means he "uses rope" 10+ levels better than his Wizardly friend.) His Wizard friend, being a smart guy, however, has managed to pick up some Use Rope basics watching him tie knots/baddies time after time. And to take the focus off DnD and onto the real world, this is pretty much how people pick up a lot of skills.

You make a point that a lot of skills never get used, like Swim or Climb. I can't speak for everyone, but as a DM I don't use challenges against those skills because I know the vast majority of the party would have no chance at completeting them (or else, everyone would have a chance, with maybe one person succeeding automatically!) If everyone had at least some ability, I'd feel more free to put some water obstacles, or climb-y obstacles, or rope tying obstacles (or what have you).
 

For those who are interested in a fantasy RPG that is gritty and has rules that are intended to model, in a verisimilitude-preserving fashion, in-game causal relations, I mention RM Classic - the re-released version of RM 2 available from ICE's web site.

There is also HARP, available from the same publisher: it has a few incidents of incoherence between simulationist and and non-simulationist design priorities, but probably not enough to interfere with most people's play (certainly no more than any pre-4e edition of D&D).

As for the housecat problem - surely it is not an imputation of a typical fantasy RPG that it doesn't handle housecats very well? As for snakes, scorpions etc: in 4e, give them an attack against Fortitude if a Perception roll is failed and be done with it. Australian farmers and householders kill the worlds most poisonous spiders and most poisonous snakes day in and day out with stick, shovels etc - not always successfully, sometimes getting bitten, but mostly without too much trouble.

This includes my grandparents, either of whom could kill a brown snake with a shovel well into their 60s and early 70s, neither of whom ever got bitten, but neither of whom was any sort of warrior (or barbarian, Cohen or otherwise) in D&D's sense. Their killing of a poisonous snake isn't the sort of "combat" that D&D is trying to handle through its BAB, AC and hit points rules, as far as I can tell.
 

pemerton said:
This includes my grandparents, either of whom could kill a brown snake with a shovel well into their 60s and early 70s, neither of whom ever got bitten, but neither of whom was any sort of warrior (or barbarian, Cohen or otherwise) in D&D's sense. Their killing of a poisonous snake isn't the sort of "combat" that D&D is trying to handle through its BAB, AC and hit points rules, as far as I can tell.

Those snakes are obviously using 4e's "one hit = death" minion rule.

;)
 

Carnivorous_Bean said:
Which is exactly the same as 1e, 2e, and 3e.

Err, no. We are dealing with two subtly different concepts - the injury condition, that is to say what effect being injured has, and the injury itself.

In all those editions, a fighter with 1 hit point left out of 100 is precisely the same in fighting terms as one with 100 hit points left out of 100.

I fully grant you that. It is a nagging problem many people have had with D&D over the years. So far as I can tell, fourth edition doesn't seem to be particularly interested in addressing it. But that isn't really what we are talking about.

In 1st edition, a fighter with 100 hp and 1 hp left is - barring magical intervention - going to require months of bedrest to heal his injuries. In this manner, we can see that he has something like a real injury. I grant you, that injury will 'unrealistically' cause the fighter no concrete pain and discomfort, but the injury does require time to heal which is what we'd expect of all but the most superficial of injuries. (It does cause abstract pain and discomfort, in as much as a person with 1 hitpoint is too discomforted to dodge away from blows that would previously not have been lethal.)

In 4E, nothing requires more than 6 hours to heal. Hense, there is nothing in the 4E universe that has the quality of a serious injury in requiring a long time to heal. And this is in fact new. In 1E, 2E, or 3E you might via fortune in the middle describe some blow that reduced you to 1 hp as having been a signficant injury that narrowly avoided being a lethal blow. Some players might have objected that such a blow might should cause more pain than that, but that was the principal belief breaking problem in the rules. Now we have added to that one another equally large one. Between the lack of an injury condition and the fact that lost hit points are restored immediately, we can safely say that hit points no longer model injuries at all. That is to say, its no longer ~20% physical damage and ~80% lost luck/providence/confidence or whatever abstract component is involved. The mechanics model hit points as a 100% non-physical component.

Nor was my explanation of my viewpoint a 'rant.' That was a logical and rational explanation, and please stop trying to make disguised ad hominem attacks to lessen the validity of my assertions. Thank you.

Nothing prevents a rant from being logical or valid. A rant is merely an argument freighted with emotional content. That your post was freighted with emotional content was something you felt so important to convey as to include an emote - not that it was necessary.

My problem with it is that anyone who has played D&D extensively knows that hit points model injuries abstractly. Your post was patronizing, and yet seemed to me to indicate you had less knowledge of the hit point mechanic than some of the people you were lecturing. You failed to understand the problem not only the first time, but the second time. When you say, "This implies that hit points are NOT the physical meat that you're made out of increasing its density over time, but your ability to survive additional attacks in every sense.", you act as if you are hitting upon some new idea or change in the system rather than something that has always been true.

Look at it this way. If any part of your hitpoints represents physical toughness, then it stands to reason that the hit points from physical toughness are interchangable which come from some other source (skill, divine providence, fate, luck, whatever it is). We don't make a distinction unless we are using something like a WP/VP system. If we don't make a distinction, then the two sorts of hit points heal at the same rate. If at least some of the hit points are said to be from physical toughness, then we expect those to heal at a rate somewhat believable for physical wounds. Hense it follows if we don't distinguish between toughness coming from physical toughness and toughness coming from other sources, that they all are restored at the same rate (or at least nearly so).

But given that all ills are now healed in six hours, this is no longer believable. Hense, in 4E 0% of hit points represent physical toughness and 0% of damage represents physical damage. This was never true of prior editions. One reason is that it creates a bit of wierdness. For example, why do larger animals have more hit points? Can things without healing surges be truly injured, and how do things without healing surges heal? And so forth.

In my opinion, if you'd just read the 1st edition DMG (among probably many other sources) where it described the justification of hit points, you wouldn't have the arrogance to write something like:

In other words, has someone who's take 95 out of 100 hit points damage REALLY been cut in half 12 or 13 times, yet somehow kept fighting? Or are they just so battered, exhausted, and generally beaten up that they aren't going to be able to deflect or avoid that final, wounding strike which they could have parried with ease earlier?

As if the people in this thread you were responding to hadn't considered that hit points represented more than mere physical toughness. The real source of your confusion is that you built a nice little strawman out of the opposing viewpoint and 'mysteriously' found this strawman too ludicrous to believe. If you had been the least bit open-minded, you might have instead considered that if something seemed too ludicrous to believe, it's entirely possible that other people didn't believe it and perhaps you might have reflected on what they actually believed.

And though you have no reason to care, pulling the 'I an aggreived party' thing doesn't win you much respect either. It was pretty easy to see from your post that you thought anyone that didn't see it your way was being stupid and illogical.
 

Celebrim said:
hong:

1. Yes.

No.

2. Here we just have a difference of opinions. As just one example, I would consider the 'Indiana Jones' tales to have been less interesting adventures if it had fewer snakes, bugs, spiders, rats and the like. You obviously disagree.

And you'll note that I'm not the one with problems.

3. Here again we just have a difference of opinion. I think the game should be more than killing things and taking thier stuff. You obviously disagree. I'll continue to play games that let me play in ways I enjoy. You enjoy 4E!

See, you wouldn't have had to create this thread in the first place if you'd just followed Hong's 2nd Law.
 

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