My take.

Lizard said:
But if you have creatures who die if they take ANY damage, you have to ask how any of them survived their childhoods to face the PCs. Or at least *I* have to ask this. Because I ask these things.

So, how did you explain away low level critters and 0 level commoners in OD&D, AD&D 1st, AD&D 2nd, and BECMI surviving cat scratches (because a cat scratch could kill them in those edititons). How did you explain away 1st level commoners and experts surviving cat scratches in 3rd edition (again, because a cat scratch could kill them there, too)?

I honestly don't see an issue.
 

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Just use HP = constitution for them whenever they are faced alone. The die when hit, is just convenience so that you don´t have to track down 357 different hps.

What may actually work quite good would be: they are dead if you deal more than their constitution score, otherwise they are bloodied on first hit and die if you hit them a second time.
 

Derren said:
3E not being perfect does not mean that 4E can throw believability out of the window.
You realize, of course, that you are demanding 'believability' in a fantasy role playing game? To me, it seems as if you are attempting to justify your decision to dislike 4e based on a portion of the game, rather than wait and turn a critical eye to its entirety.
 

Derren said:
Such things are good for a board game, but not so good for a immersive RPG.

I agree. I think this means that 4e isn't going to be as useful for all play styles as 3e was. Is this a good design decision or not? Only time (and sales) will tell.
 

Grazzt said:
Yep. This one definitely gets house-ruled in my game.

Normally with a new game system I'm spending alot of time doing house rules. With 4E, I can't get up the motivation.

However, I think that the six hour resting day could probably be 'fixed' by deciding what percentage of hp represented actual injury (say 33%) and counting this as 'vitality points' or something else. 'Vitality Points' would differ from 'hit points' in that the could not be healed by the characters own healing surges. Thus, if you got took down below 33%, some percentage of your hitpoints would not come back immediately without magical aid.

You might also limit the rate at which healing surges were restored, but the problem there is with 4E's emphasis on starting every encounter at nearly 100% you'd have to do some rebalancing.
 

Jhulae said:
So, how did you explain away low level critters and 0 level commoners in OD&D, AD&D 1st, AD&D 2nd, and BECMI surviving cat scratches (because a cat scratch could kill them in those edititons). How did you explain away 1st level commoners and experts surviving cat scratches in 3rd edition (again, because a cat scratch could kill them there, too)?

I honestly don't see an issue.

The issue is 'a cat scratch could kill many humans' was a nagging flaw in 1st edition which together with various similar nagging flaws ended up driving many of us away from D&D towards other systems. Bringing up past flaws in no way defends current ones. Remember, if you are taking the contrary position in this thread, then presumably you are arguing against my reason for not switching. Saying that 4E is at best just as bad is not an argument for switching to 4E. But more than that, the issue is that clearly to the designers of 4E, these sorts of problems were non-issues, and as such they've designed an edition with more of these (to me) nagging flaws rather than fewer.

Now, you obviously agree with the 4E. Great. Have fun with 4E.

As for how I explained it away in 3E? I changed the rules regarding the minimum damage for a weapon such that cats rarely do even a single point of damage. Between that and the fact that medium sized creatures don't die until -10 hit points, and that in general, most of the time a cat is scratching it's owner it's merely issuing a warning (that is, it is deliberately dealing non-lethal damage) allows the problem to be less of a problem. (I changed the rules for 1E to, but the mechanic I came up with was highly inelegant.)

As for why you should care about an edge case like a 0-level human fighting a house cat, it is because the edge case is itself merely an exageration of the problem of a house cat interacting with a PC. If the interaction between house cats and commoners is obviously broken, it implies that the interaction between house cats and armored guys with swords is also broken, just in a less obvious way.
 

Derren said:
Imo it does not matter how the out of combat system is. The combat rules throw out believability in favor a streamlined (imo too streamlined) combat. Examples are 6 hour instant heals, Cuthulu geography and 50/50 saves. That puts a big dent into believability which is quite important for some people when they want to roleplay. The world should feel real, even with its fantastic inhabitants.
And please don't come with "3E also had such rules". 3E did indeed have such rules but a lot less than 4E. 3E not being perfect does not mean that 4E can throw believability out of the window.

To counter that the out of combat rules must be really great, but thanks to the consolidated skills and the "PCs can do everything automatically" skill system I doubt that is the case.
Such things are good for a board game, but not so good for a immersive RPG.

Do you mean to say that it's more "believable" in some way that hit points become larger as you rise in level because someone can eventually take the physical damage of 10 or more killing blows with a longsword and not die? And then you wait overnight, rather than 6 hours, so that your priest can heal you? :confused:

The fact that you can recover hit points faster makes it seem MORE believable to me. 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. In other words, if hit points are both physical condition AND combat readiness, then recovering them makes sense. If it's just that you get the ability to take a billion hits with a sword and not die, then that's hardly increasing the game's "believability," IMO. Quite the opposite.

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? I prefer the second, and being able to recover your hit points underlines the fact that they aren't cuts in your basic meat. After 6 hours, you should be fighting fit again if you haven't received more than scratches and bruises.

I'm not even sure what "Cuthulu geography" is, so I'm not going to comment on that one.
 

Ovinnik said:
D&D has always had a complete abstraction of HP. Always.

I'm aware of that. It's always been something about D&D that I have disliked, but 4e is taking it to a ridiculous extreme.

AllisterH said:
This is the one criticsm I disagree with quite strongly. A lot of people seem to focus on the outlying case (a.k.a 20th level Athasian fighter better at swimming/crafting than a 1st level islander basketweaver) but I prefer to look at the general case (namely, the REST of the skills).

AllisterH said:
The SWSE skill system IMO captures not only "realistic" skill acquisition but it works better for the game as well.

People learning how to do literally everything, regardless of their choices, preferences and experiences is far from realistic. Some people do become jacks of all trades, but they do so by their own choice and such is far from the norm. Most people learn only what they must or what they really want to. And don't try to tell me that adventuring gives experience with everything. Running around in dungeons killing things and taking their stuff is hardly some great academic exercise.

AllisterH said:
Looking at the 3.5 list, the ONLY skills I think a "normal adventurer" (a.k.a one that doesn't adventure in a non-standard D&D world, say an Athasian PC) doesn't get better at naturally would be the Craft/Profession skills.

I totally disagree. My Wizard with levitate, fly, etc has no reason whatsoever to learn how to climb or jump. Heck, even before I had those spells, I would just have the fighter carry me up slopes. Which brings up another big issue I have with this skill system. One of the more defining things about characters isn't what they're good at, it's what they aren't. It encourages teamwork. It makes people cooperate to balance each other's shortcomings. But in a system like this one, where everyone will excel at every endeavor, that becomes much less important.

AllisterH said:
Look at the skills.

Appraise - You've been stealing/confiscating how many gems/paintings/diamonds since 1st level? Hell, IIRC, in one of the latter Conan novels, pre-King Conan, Conan tries to fence a gem from his latest adventure and the fencer tries to stiff Conan. Conan laughs in his face and simply points out all the characteristics and flaws of the ruby and it makes sense given HOW many gems/precious objects have passed through his hands. Even Conan at the end was knowledge about spellcraft.

Well, since you brought up Conan, I should point out that Conan was a ROGUE. And later he was a PIRATE. Both are classes that should have appraise as a class skill. That said, having a history of looting things does not make you an expert of evaluating them. People in real life even often pay to have things appraised. Looting a bunch of gems doesn't give you a jewelcrafter's eye. Watch any movie about thieves and no matter how experienced the thief, he always, always has contacts that he must refer to for specialized information or resources, often to appraise things that he steals.

AllisterH said:
Use Rope - You mean to tell me that a wizard at 20th level who has been hogtied/camped/been adventuring/tying up people for 20 levels now is NOT naturally going to be better at Use Rope than he was at 1st level?

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.

AllisterH said:
The examples I listed were for non-class skills and even moreso WITH class skills (Paladin that doesn't know jack about the planes etc).

Actually, I can very easily picture a Paladin that doesn't know about the planes. He may not have had much experience or inclination to learn about demons. Maybe he's more interested in fighting undead, or maybe he's an inquisitor, focused on hunting down non-believers. Even a Paladin who does fight demons may not have much book knowledge about them. He could just refer to a scholar that does.
 
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LostSoul said:
I agree. I think this means that 4e isn't going to be as useful for all play styles as 3e was. Is this a good design decision or not? Only time (and sales) will tell.

I think it's great. A lot of what people dislike about D&D comes from it trying to be everything to everyone.
 


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