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[Opinion] I Don't Like Fortune-In-The-Middle

Even if hit points are meat, you still roll to see the damage and then decide what happens. If it was enough to kill him, you say it cuts off the head. If it wasn't enough to kill him, it's a scratch or light wound.

Like I said in my XP comment, that's an excellent point, and one I hadn't considered. Where that differs from what 4E did is what Minigiant pointed out. The FitM nature of hit points resolved during the same action/turn that they were interacted with. Each loss of hit points was narrated to a completion immediately after the Fortune determined what happened to them - regardless of their status as either meat or fate.

I think 4E threw open the door some, and pushed out the resolution of what happens to those hit points to other actions/turns in the encounter (and even beyond, in the case of overnight healing). What each loss of hit points mean (meat/fate) is not resolved at the time they are lost, but rather when they are interacted with again later in the encounter. Take the Warlord's inspirational healing, for example. There is a loss of hit points, and what those hit points represent are "in the middle" until they are interacted with again by the inspirational healing. That leads either to, as I noted, simply not narrating what the loss of hit points represents until after the healing, or to retconning or otherwise glossing over the initial narration.



Something related but not directly that occurred to me is that Ron Edwards was calling the typical D&D resolution as fortune at the end, but that doesn't take into account damage. In 3E and prior, the missed attack role is fortune at the end. A hit would be fortune in the middle because the damage roll, to some extent, changes the results of the successful attack. 4E pushed the missed attack into the middle because some of them also did damage on a miss.
 

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I read every post but still don't understand the intrinsic link between being able to knock an ooze prone and FitM. The ooze problem seemed more like a strawman argument. You can have a system based on FitM without letting players knock an ooze prone. You can knock an ooze prone in 4e, but you can't intimidate a golem or use a power with the "rattling" (fear-based) keyword on a zombie. All you have to do is go into every entry of an ooze monster and add this: "Ooze: Monsters in this category cannot suffer from the Prone condition."

Furthermore, the Warlord's inspirational healing doesn't necessarily entail FitM, either, and I never really saw it that way until I learned about "fortune in the middle" on here. Let's say that a character is at half of his HP: By the definition of HP that D&D has carried from the beginning, this character has suffered some cuts and bruises and is getting physically exhausted from the combat. So then one of two things happens: either a cleric uses a healing spell on him, or a warlord uses Inspiring Word. Either way, the wounded character gains HP, but you don't have to retroactively change the type of wounding that the character had suffered. If he got a healing spell, then his cuts close up, and his muscles don't feel strained anymore; if he got the inspirational command, he's still cut up, but he pushes through it and fights like everything's just fine.

Really, the problem with HP and HP recovery isn't FitM. It's DMs who insist on narrating hits as being more lethal than they should be narrated. "Does a 23 hit your AC? Yes? Okay, *rolls*, he, uh, stabs you in the gut and does 17 damage." Then Mr. Warlord says something peppy and restores 20 HP to that character. "Wait a minute, how does an inspiring speech change the fact that my entrails are hanging out? I HATE 4TH EDITION!"

ANYWAY, me, personally, I like fortune in the middle. It allows you a lot more narrative freedom. We had a recent situation in our last session that cemented this for me: My character went below 0 HP and was, incidentally, taking ongoing damage from a Beholder's disintegration ray. He saved against the damage eventually but died from 3 failed saving throws, and after the battle I narrated that the disintegration had burned away flesh from his bones (don't worry, an archfey healed him and brought him back to life, so he's alive now). However, if I had rolled a 20 on my last death save, healing and getting back into the fight, I couldn't have said that, because I'm not a doctor, but you can't function with your skin and muscle being burned off of your body, you know? I would have said, "The disintegration ray was excruciatingly painful, but after heroically shrugging it off I get back into the fight to save my friends."

If you don't want FitM, you have to have explicit rules to explain what is happening, narratively, when a character is below 0 HP. As a result, you have to have either one of two things: 1) a dying character who takes damage isn't actually taking any serious physical damage, and will either be able to get back up and function normally at a later point in time or will pass away quietly; or 2) a dying character who takes damage is physically mangled and will never be able to function normally again even if stabilized, so they either pass away quietly over time or are ripped to shreds and die violently. So you have to pick between being able to have heroic death scenes or being able to survive after going below 0. You can't have both without FitM.

I'm sure a lot of people wouldn't have a problem with making that choice, but me, like I said, I prefer the narrative freedom of FitM.
 

What 4E did was make FitM as an encounter. In the past, each action was a set piece so reverse engineering was not needed. 4E intertwined every action so retcon is often needed.

FitM extended over an encounter means either the fiction is postponed until it is finally resolved (and that feels sort of board-gamey to me) or is retconned (which I don't really like to do if I can avoid it).

Pre-note: The OP used the "Quantum Mathematician," argument, and the above quoted posters mention "retconning," and (in one case) 4e, so I am addressing the most commonly attacked bit of retconning leveled at 4e play, that being wounds and healing. Later on, I'll try to address the other points.

I've played a lot of 4e pretty much exactly like the OP's description of "Often, in D&D...." I've done this with Warlord healing, too, and never once had to retcon a thing. I've even described wounds as real cuts and whatnot. What I don't do, though, is make assumptions that a (wound) hit point is the same as a (morale) hit point. Narration of the short rest is how I handle it. (Though anymore, that is rarely needed. My group now understands how I interpret hit point loss and regaining from various sources; they all seem to agree with me on it.)

[sblock="Ex1: With a cleric healing."]
  1. The fighter is hit by an attack: The hobgoblin's sword leaves a gash in your arm, and you feel the blood running down, making the grip of your sword slick. (Some of the damage is morale/pain, and some is "meat" damage.)
  2. The cleric uses healing word: The magic of your companion's faith knits flesh together. The flow of blood stops, but the newly healed flesh is tender and sore. (The meat damage is healed, plus a little fighting spirit/vigor.)
  3. During the short rest: You work out the kinks in the divinely regrown flesh until it feels comfortable, well-stretched, and ready to go.
[/sblock]Here, the cleric heals by removing the "meat" wound, but I add in the complication that cleric (or other magic) healing results in muscle tissue that is "newborn," and needs to be stretched out and warmed up.

[sblock="Ex2: With a warlord healing."]
  1. The fighter is hit by an attack: The hobgoblin's sword leaves a gash in your arm, and you feel the blood running down, making the grip of your sword slick. (Same as above.)
  2. The warlord uses inspiring word: Bolstered by your companion's zeal, you ignore the pain and tighten your grip. (The meat damage is still there, but the fighting spirit is bolstered to make it irrelevant to the performance during the battle. Essentially, some "meat" hit points have been replaced by "morale" hit points.)
  3. During the short rest: You clean and stitch the wound in your arm, applying a healing poultice and a bandage, making sure it restricts your movement as little as possible. (This is where the meat damage is "removed" from the character, though I might mention it later -- like on the next extended rest -- if I am driving home the wear and tear of the day.)
[/sblock]Here, the warlord heals by restoring fighting spirit, and any lost "meat" hit points restored by a warlord become "morale" hit points. The "complication" here is that the wounds are tended during the short rest.

That can apply even to wounds that knock out a character, too. The whole "Inigo Montoya vs. Count Rugen" scene works for morale hit points replacing meat hit points. That, however, was likely a 20+ on a death save thing, though, as opposed to an external morale booster like a warlord.

The complication thing is really just narrative fodder; I have yet to experience one of my players saying something like, "I have full hit points, why should I dress my wounds/stretch out? I'm perfectly healthy!" It's something of an unwritten table rule that during short rests, characters are doing things to restore their resources -- encounter powers and such -- as well as "cementing" the restoration of their lost hit points.

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[sblock="Kamikaze Midget's opening remarks"]Often, in D&D, you'll describe your actions like this:
A: I attack! *roll dice* I hit! *roll dice* I do X damage!

Fortune-In-The-Middle (as far as I can decipher) means you instead describe your actions like this:
B: *roll dice* I attacked, hit, and did X damage.

The first situation is cause-and-effect: your character does something, you roll dice to determine what happens as an effect of that action. In the first example, each event happens and has an effect.

The second situation is effect-then-figure-out-the-cause. You roll dice to see what happens, then you figure out how you want to describe it. In the second example, you figure out the effects that happen, and then work backwards to explain why those effects happened.

You'd think this wouldn't matter too much, but I think a lot of 4e's most controversial decisions are controversial because of the use of Fortune-In-The-Middle.

Like, knocking an ooze prone. Cause-and-effect it wouldn't happen: you can't cause that effect. Oozes can't be knocked over.

Reverse the chronology, and it's not a problem: the ooze has the mechanical effect of not being able to move until it spends a move action. Maybe it is squished under your boot? Maybe it is pinned by your sword? Maybe it is scared? Whatever.[/sblock]We don't, in our 4e play, ever do this. If I (as the DM) or the player can't come up with a reasonable way to refluff the power to apply in this situation to this foe, we don't attempt it. Our sequence is still something like, "I attack the ooze with Spinning Sweep, trying to slice as low as I can so that its 'grip' on the ground is messed up" *roll dice* "I hit!" *roll dice* "I do X damage, and the ooze is considered 'prone!'"

I still feel like this would be unsatisfying to the OP, though, as the only difference in this and the one that is mentioned as troublesome is when the description for the how {effect} applies to {enemy} (in this case, applying prone to ooze). All that assumes that the character has an appropriate power. If they don't, they can still try to improvise. It's just that they will be using something like p42.

In this case, what the OP actually seems to be disagreeing with is not fortune's location, but whether certain immunities should be widespread. (Oozes and prone, perhaps others.) Perhaps I am mistaken, though.

[sblock="Kamikaze Midget's '1: I Am Not A Quantum Mathematician'"]FitM makes me do that backwards, and I hate it. FitM tells me the goblin got hit for X damage, and leaves it up to me to figure out how or why. FitM tells me I have this burn on my hand, but doesn't tell me how it got there. It says "The ooze is prone!" without telling me how or why my "Leg Sweep" ability did that to it. DMs can always justify it, but it always feels like a hollow justification. During the combat, the goblin is both alive and dead and only when we open the box and see the result do we know what happened to it.[/sblock]I suppose fortune-in-the-middle might make you do that, but I am not seeing how that applies to 4e (apologies if you weren't directing this at 4e). The goblin is alive if it hasn't been reduced to zero hit points or if the person that reduced it to zero said they wanted to incapacitate the goblin instead of killing it. The goblin is dead if it has zero hit points and the person who made that happen wanted it to be a kill shot. (Though, in general, I don't let ongoing damage leave stuff alive, nor do I much go for area-effects being very choosy.) If you have a burn on your hand, it is because you were hit with a fire, lightning, or acid power or touched something that hurts in that manner. (Would cold work, too? Freezer burn?)

Figuring out the how and why of attacking is something that applies to all RPGs to some extent. Unless all the narration is repetition of, "I attack! *roll dice* I hit! *roll dice* I do X damage," there is some point where someone is thinking about how the attacker is attacking and the defender is dealing with the hit (or miss).

The closest thing to non-linear time is when immediate interrupts or powers like Elven Accuracy are in play. Those do require a bit of rewinding, depending on how you are narrating things. They only require milliseconds of rewinding, though, and the narration of things like, "Seeing that the guard was about to cut your rogue down, my artificer fires off a quick Shocking Feedback bolt. *rolls* I hit! *rolls* I do X damage and I redirect some of the magic from the bolt to your rogue, making a shield that gives you Resist 5 all until the end of my turn."

2: I Am Not Credulous

3: I Appreciate the Unknown

I, too, love the improvisational nature of playing RPGs, and I think 4e, in particular, handles this extremely well. I've run extensive combat encounters with no prepared monsters (just my notes of the current level's averages from "MM3 on a Business Card" and scratch paper), party-set-up of ambushes as an impromptu skill challenge, and in-combat actions like using Influence of Acamar (I think) to pull a book-case over onto a Slaughterstone Slicer to both knock it off balance and briefly shut down its aura. I agree with a lot of the assertions about verisimilitude and how that can be damaged by what you have described as fortune-in-the-middle. I am still not sure what that has to do with any edition of D&D thus far.

In all my playing and DMing, I riff off the other players, we improvise tactics and actions, and we have a blast with it. When I DM, I can anticipate the general outcome of an encounter (whether it "should" be a challenge or not), but I still get surprised by the vagaries of fortune when the invoker is killed by the just-over-level encounter (a couple strong hits, one on an AoE after he fell, will do that), and I do love those surprises. (It gave me the opportunity to drop a big clue as to some of the secret background of the character and campaign world.) I also agree that the given description for fortune-in-the-middle would lead to me having some dissatisfaction in play. I'm just not sure how this description of fortune-in-the-middle applies to any sort of D&D.

This is Skill Challenges. You don't don't roleplay the end result until a miniature game is finished. Certain action might be retconned or left incomplete to in order to have the roleplay make sense.

That's not how I've seen Skill Challenges play. Each discreet check has a cause/declaration of intent and an effect/rp of result. You don't know the overall outcome until the last success or failure, but each check has its own effect. Whether that is meaningful is less certain. If the challenge was to interfere with an advancing army, and one of the checks by the rogue was to lay traps in the intervening terrain, then (on a success) those traps were lain and did have an effect on the army. If the whole challenge failed, though, the army still got through, just with some casualties or delays. If the challenge was the set-up of an ambush for a gang, the Streetwise success by the Warlock still meant that the party got to draw their own map for the site of the ambush instead of using one that I (as DM) provided. Overall success in that challenge meant that things went pretty much as planned. Overall failure would have meant that the PCs would have faced the gang more on the gang's terms.
 

Fiction in the Beginning/Middle/End - doesn't much matter to me, I can usually roll with any of it.

What bugs me I would call "Fit the Moment".

Player: "I trip the ooze"
DM: "You can't trip an ooze - it's not going to fall down."
Player: "Okay, well can I cut it into tiny little bits so it can't attack me until it reforms?"
DM: "I think that would be called 'Reducing it to 0 hit points' - and me giving it Fast Healing/Regeneration"

Player: "I mind blast the skeleton"
DM: "You can't mind blast a skeleton - it's mindless!"

Player: "Shouldn't Come and Get It pull that prone guy towards me?"
DM: "Sure, once he stands up, he'll accept your challenge and close with you"
 

So, Fortune In The Middle is the unnecessarily obfuscating Forge jargon that may be usefully illustrated as follows:

Often, in D&D, you'll describe your actions like this:
A: I attack! *roll dice* I hit! *roll dice* I do X damage!

Fortune-In-The-Middle (as far as I can decipher) means you instead describe your actions like this:
B: *roll dice* I attacked, hit, and did X damage.

The first situation is cause-and-effect: your character does something, you roll dice to determine what happens as an effect of that action. In the first example, each event happens and has an effect.

The second situation is effect-then-figure-out-the-cause. You roll dice to see what happens, then you figure out how you want to describe it. In the second example, you figure out the effects that happen, and then work backwards to explain why those effects happened.

So I'm thinking about this... (out loud, apparently)

This seems to fit in more with IIEE: In A you state your Intent (the first "I") in "I attack!"; in B it's determined by the rolling of the dice: "*roll dice* I attacked".

I wonder if that's true for 4E: the choice of Power (+ result on the d20 roll, if there is one) determines your character's Intent. Question: does it also determine other character's Intent, e.g. the oft-maligned Come And Get It?

What's interesting: in order to maintain character integrity, there have been times where, as DM, I have narrated a PC's miss like so: "You wait for a good opportunity to strike, but none presents itself." That would mean the d20 roll determines Initiation. This, however, would not be true of a 3E Trip attempt, or other attacks that had similar mechanics. (AoOs not being one - a miss on an AoO can mean anything.)

Hmm... looking at the anyway. blog post I and chaochou linked to, when he asks this question

At the real-world moment of resolution, what fictional stuff have we bindingly established, and what's up for grabs? Of what I've said, what can you potentially negate, and what must you let stand?​

it seems to me that we never have to bindingly establish the fiction of the "to-hit" roll. Position? Yup. Who goes first? Sure. Meta-resources expended? Got it. What your character is actually doing? Sometimes, but often not.

This makes some sense to me - and it links to what Minigiant was saying about the Encounter in 4E - that only after the encounter is complete do we have to say anything; and even then we don't have to say much. e.g. "Well, since you were in a combat and lost some HP, you're bleeding and the orcs can easily track you down now." "What? All that HP damage was just bruises." Combat resolution - physical combat resolution - in D&D doesn't care about those sorts of fictional details. Considering its roots in Chainmail, this makes sense. "You encounter some goblins." *melee melee* "Okay, now that your resources have been drained, let's get back to the game. There's a green devil face down the corridor..."

It seems to me that there are two ways to deal with this: embrace the abstraction; point out that no-one cares about what your guy does in a fight, we only care about the resources you expend (though magic can mess this up); or have resolution include binding fictional details. There are benefits and drawbacks to both methods.

I think the latter is much more of a break with traditional D&D than the former.
 

I agree with your critique KM and I share your opinion. I definitely dislike the "reach back" required by FiTM - the need to rewind time to create a retrospective justification for what just happened. I strongly dislike how it disrupts the sense of immersion, of characters existing in a living 'real' world.

Personally I'm interested in ways to run 4e D&D without FiTM. Can the ruleset be reinterpreted so that it reinforces cause-and-effect? Can we insert a line such as "The effect is always up to the GM, not what it says on your power card"?
 
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Personally I'm interested in ways to run 4e D&D without FiTM. Can the ruleset be reinterpreted so that it reinforces cause-and-effect? Can we insert a line such as "The effect is always up to the GM, not what it says on your power card"?

See my (way too long) post, above, but I run 4e pretty much without any FitM (as described by the OP) right now. Okay; technically, the immediate interrupts and powers like Elven Accuracy might require a few milliseconds of "rewinding" and narration that includes stuff like, "I see that the orc was about to hit you, so I [use immediate interrupt]." But that's it for me.

And, once again for the record, I even have had a warlord healer and narrated bleeding wounds (though I try to avoid over-specific details of the wounds, as well as inappropriately lethal descriptions; "bleeding gash" and the like, not "look! your entrails are hanging out!") without any violation of causality and without any retconning of those descriptions. Essentially, without any of what the OP describes as FitM.

I'll happily discuss it further, if anyone is interested. :)
 

[MENTION=28028]nogray[/MENTION]

As someone who agrees with the original poster's objections (and I also apply them to many 4E styles), I like your methodology. I think that, in general, that version of dealing with wound damage and "inspiration healing" works for me. It's an interesting way of dealing with 4E which allows hit points to remain wounds pretty much across the board (at least, as much as the DM chooses them to). However, the one problem that it does seem to bring up is that there appears to be a necessity for a short rest in order to enforce the concept.

What if the characters have full hit points and don't take a rest? As a DM, I like to have such things dealt with or planned for ahead of time. I could make a rule that says that if you don't take a short rest after a combat in which you suffered damage (or at least, one in which it wasn't magically healed) part of the damage returns (or perhaps you simply bleed out 1 hit point per hour or so, to avoid having to worry about keeping track of how much damage you took). But that still requires creating a new rule to deal with the situation, which points to the difficulty of interpreting the system in those terms.

But again, the best way I've heard of to deal with 4E injury and healing for those who share my preferences.
 


As someone who agrees with the original poster's objections (and I also apply them to many 4E styles), I like your methodology. I think that, in general, that version of dealing with wound damage and "inspiration healing" works for me. It's an interesting way of dealing with 4E which allows hit points to remain wounds pretty much across the board (at least, as much as the DM chooses them to). However, the one problem that it does seem to bring up is that there appears to be a necessity for a short rest in order to enforce the concept.

What if the characters have full hit points and don't take a rest? As a DM, I like to have such things dealt with or planned for ahead of time. I could make a rule that says that if you don't take a short rest after a combat in which you suffered damage (or at least, one in which it wasn't magically healed) part of the damage returns (or perhaps you simply bleed out 1 hit point per hour or so, to avoid having to worry about keeping track of how much damage you took). But that still requires creating a new rule to deal with the situation, which points to the difficulty of interpreting the system in those terms.

But again, the best way I've heard of to deal with 4E injury and healing for those who share my preferences.

Thank you for the compliment. :)

I haven't had a refusal to rest come up, primarily due to encounter (short rest) powers. No one wants to start the next encounter with no encounter powers. Plus, the verisimilitude of catching a breather after a bout of intense combat syncs well with our expectations.

If the party is pursuing a fleeing enemy (and that has come up), I think of it as the adrenaline keeping them going, and that can work for quite a while in the short term. Still, sooner or later (and more often sooner) a short rest is coming, as those encounter powers are usually key to the party strategy.

If I had the issue really come up and circumstances forced it, I would likely start endurance checks at escalating difficulty and would use loss of surges and eventually loss of hit points equal to surge value (more precisely, equal to half bloodied value) as the penalty for failure. This has a little precedent in wilderness survival skill challenges and whatnot.

Two big distinctions I would add, though, are these: (1) I would even enforce this for magical healing as well as non-magical healing, and (2) I would stop short of killing a character (leave them with no surges and just above or right at bloodied value) if it carried on long enough.

[sblock="reasoning"]The reasoning for (1) is that those magically grown muscles are newly formed and tender. The hit point loss would be due to pain and muscle spasms. Similarly for the non-magically healed character, bleeding wounds do tend to clot on their own, given time. Also, though I know it's not always a high priority, I like the balance of magical and non-magical hit point recovery being mechanically similar, even if the flavor is quite different.

The reasoning for (2) is just that the characters did survive the fight, and there isn't much reason to kill them just because they refuse to take a breather. Besides which, when they start suffering penalties for not resting, they will take the hint.[/sblock]What do you think?
 

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