4e doesn't have any ability damage/drain, nor level drain.I don't recall how it worked in 4E.
4e doesn't have any ability damage/drain, nor level drain.I don't recall how it worked in 4E.
Another reason I don't like long term healing is it screws up adventure flow and can completely derail a story. Let's say you are rescuing a PC's kid sister from some gnolls, and you have to get to her before they sacrifice her to Yeenoghu.
Well, lets say the adventure goes poorly in the first encounter and the players are low on HP and other resources, but they survive. If there is limited post-encounter HP or resource recovery, then to press on would be certain death. Hmm, that kind of sucks. Talk about a crappy ending to the story. To go back and take your bedrest, means you can't save her. That kind of sucks too.
Sure, in an old school game, you could just say "them's the breaks" and let the gnolls kill her. Some players like that grim cruel world approach, but most of the people I have gamed with don't. They want to be challenged, but they want to ultimately have a reasonable chance to succeed and if they feel the game is stacked against them, they won't want to play anymore.
So, what usually happens is the DM handwaves it. You find a cache of potions, or the gods aid you by healing you. I personally find that kind of DM fiat unsatisfying. Its like the game has failed, so the DM has to cheat to make the game work.
So what I prefer is a game that provides PCs enough post-encounter healing and resource recovery that even if they roll horribly and just totally botch that first encounter, they still automatically recover enough HP and other resources automatically that they can reasonably press on. They are not back to full, but not totally screwed either. And while the second encounter should now be a bit harder, its not certain death.
Regardless of how much ability damage may have been sustained, the rate at which you recover them is in need of improvement. v3.5 you healed at a rate of 1 Ability point a day normally, twice that will full bed rest. I don't recall how it worked in 4E. Point being, how about healing a point every 4 hours. That way if you get drained 5-6 points, you'll be back up to snuff the next day (but will still suffer the penalties in the meantime). Either way, the adventuring party may wait it out but it would only take a day or two to recover without expensive clerical aid (if you don't have access to Restorations within the party). One thing is for sure, I prefer Ability Damage to Level Drain that we used to have to deal with back in 1E & 2E. Now THAT was rough...![]()
I don't care for this at all, but as long as there is an option for encounter healing 4e style, I'm ok with it.
IMO, its basically telling the paladin player, "Sorry, we're going to keep playing D&D and having fun. But you're screwed and can't play anymore. Sucks to be you. So, why don't you go off and check your e-mail or something."
Another reason I don't like long term healing is it screws up adventure flow and can completely derail a story. Let's say you are rescuing a PC's kid sister from some gnolls, and you have to get to her before they sacrifice her to Yeenoghu.
Well, lets say the adventure goes poorly in the first encounter and the players are low on HP and other resources, but they survive. If there is limited post-encounter HP or resource recovery, then to press on would be certain death. Hmm, that kind of sucks. Talk about a crappy ending to the story. To go back and take your bedrest, means you can't save her. That kind of sucks too.
Sure, in an old school game, you could just say "them's the breaks" and let the gnolls kill her. Some players like that grim cruel world approach, but most of the people I have gamed with don't. They want to be challenged, but they want to ultimately have a reasonable chance to succeed and if they feel the game is stacked against them, they won't want to play anymore.
So, what usually happens is the DM handwaves it. You find a cache of potions, or the gods aid you by healing you. I personally find that kind of DM fiat unsatisfying. Its like the game has failed, so the DM has to cheat to make the game work.
So what I prefer is a game that provides PCs enough post-encounter healing and resource recovery that even if they roll horribly and just totally botch that first encounter, they still automatically recover enough HP and other resources automatically that they can reasonably press on. They are not back to full, but not totally screwed either. And while the second encounter should now be a bit harder, its not certain death.
IMO, its basically telling the paladin player, "Sorry, we're going to keep playing D&D and having fun. But you're screwed and can't play anymore. Sucks to be you. So, why don't you go off and check your e-mail or something."![]()
YesThey want to be challenged, but they want to ultimately have a reasonable chance to succeed and if they feel the game is stacked against them, they won't want to play anymore.
.....And while the second encounter should now be a bit harder, its not certain death.
That’s a real quote from one of the games I ran this past weekend. In the five games I played, every one of them packed a whole lot of story and a whole lot of action into the four hour game. We fought dozens of battles, navigated many traps and hazards, and engaged in all sorts of negotiations. Instead of calculating out the game by the number of battles (usually two to three), I added in an entire hour of the session to exploring a local town because I felt like I had the room.
What I find interesting is that the paladin got hurt bad enough that he was out-of-action for several weeks. A roleplay thing? Maybe. It does suggest that healing is a little tougher to come by.
I can't decide if I like this or not.My favorite part maybe (though I played the latest editions this way too; still nice to see it may be 'official' again though)
"DM Empowerment
Here’s the overly broad and sweeping generalization I’ve made about the game: in AD&D 2e and before, many things just did not have rules, so the DM had to make them up. In 3e-4e, there were rules for many things. In this new edition, I feel like the presentation gives you the rules you most need, and then for rules that work by being the DM’s judgement call, it tells you specifically that it’s the DM’s judgment call. So for me it’s a nice balance between there being enough rules to guide me so it’s not consistently an arguing game, while still telling everyone that some rules are going to be based on what the DM says, no more, no less. If this was intentional, or even if this survives into the final version of the game, remains to be seen, but I like it so far."
This just blows my mind.IMO, its basically telling the paladin player, "Sorry, we're going to keep playing D&D and having fun. But you're screwed and can't play anymore. Sucks to be you. So, why don't you go off and check your e-mail or something."![]()