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General Tabletop Discussion
*Dungeons & Dragons
Q&A 10/17/13 - Crits, Damage on Miss, Wildshape
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<blockquote data-quote="Celebrim" data-source="post: 6210795" data-attributes="member: 4937"><p>I do as well. I've worked on fixing them to be logically consistent with the hit point model, but have yet to find an implementation that strikes a good balance between my simulationist and gamist concerns. One problem is that low level characters really do need the ability to heal what is for them a more than light wound. So if you reconcile what curing a light wound means, you run into a problems of pacing, game balance, and so forth at low levels. But if you allow curing serious wounds as a low level ability, then by high levels it requires too little commitment of resources to cancel out attacks. For now, it's been easier to keep it consistent.</p><p></p><p>Surges weren't a bad idea for fixing the problems with healing, but embedded in the larger framework of bleh that is 4e, it's been hard to tease out exactly where to go with them that works well. But if I do eventually go that way, it wouldn't be the first time I've reimagined a 4e mechanic and written it into my house rules. I probably not tackle the problem before the end of the current campaign, because my game balance has been so sweet so far.</p><p></p><p>And since someone mentioned it, I've also had problems with sneak attack as a concept as well. Again, the difficulty is finding the right balance between the mechanic expressing something real in the world and keeping a nice balance between the classes. </p><p></p><p>So yes, the system is sometimes inconsistent - I've yet to read one that isn't (though some don't sweat it much). But I'm trying to drive those inconsistencies away not compound them. If someone could show that there was a great reason for accepting an inconsistency, I might consider it. But there is no pressing need for a 'damage on a miss' mechanic. There is nothing useful (to the game) that the mechanic does that you can't achieve in some other way, and indeed, the mechanic is absolute which means not only is a bad simulationist mechanic, but a bad gamist mechanic as well. I'm busying banishing unquantified mechanics from my game as well. And it isn't exactly oozing story either, so, yeah. Trash heap. Nothing here worth salvaging.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6210795, member: 4937"] I do as well. I've worked on fixing them to be logically consistent with the hit point model, but have yet to find an implementation that strikes a good balance between my simulationist and gamist concerns. One problem is that low level characters really do need the ability to heal what is for them a more than light wound. So if you reconcile what curing a light wound means, you run into a problems of pacing, game balance, and so forth at low levels. But if you allow curing serious wounds as a low level ability, then by high levels it requires too little commitment of resources to cancel out attacks. For now, it's been easier to keep it consistent. Surges weren't a bad idea for fixing the problems with healing, but embedded in the larger framework of bleh that is 4e, it's been hard to tease out exactly where to go with them that works well. But if I do eventually go that way, it wouldn't be the first time I've reimagined a 4e mechanic and written it into my house rules. I probably not tackle the problem before the end of the current campaign, because my game balance has been so sweet so far. And since someone mentioned it, I've also had problems with sneak attack as a concept as well. Again, the difficulty is finding the right balance between the mechanic expressing something real in the world and keeping a nice balance between the classes. So yes, the system is sometimes inconsistent - I've yet to read one that isn't (though some don't sweat it much). But I'm trying to drive those inconsistencies away not compound them. If someone could show that there was a great reason for accepting an inconsistency, I might consider it. But there is no pressing need for a 'damage on a miss' mechanic. There is nothing useful (to the game) that the mechanic does that you can't achieve in some other way, and indeed, the mechanic is absolute which means not only is a bad simulationist mechanic, but a bad gamist mechanic as well. I'm busying banishing unquantified mechanics from my game as well. And it isn't exactly oozing story either, so, yeah. Trash heap. Nothing here worth salvaging. [/QUOTE]
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Q&A 10/17/13 - Crits, Damage on Miss, Wildshape
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