UngeheuerLich
Legend
i hope self healing stays in. Nothing that breaks versimilitude, if there is a rules subsystem that represents wounds, which the fighter can´t heal by himself.
This article really dodges the question of "What kind of steps are you guys taking to make sure we don't see a big difference in complexity between classes like the fighter and the wizard, and what are you doing to avoid the linear fighter/quadratic wizard issue?" by bumbling around for five paragraphs only to say "Well, we don't really think this is an issue" and thus the only conclusion I can make is they're not doing anything about it.
Rodney Thompson said:I think it's OK for it to be possible to have a big difference in complexity between the fighter and the wizard, if that is what the player wants.
Rodney Thompson said:Whether a player chooses to play a complex character or a simple character, making sure that character has parity with the effectiveness of the other members of the party should always be a goal.
Rodney Thompson said:things like having multiple options for things to do on their turn, have some expendable resources, have the ability to expend those resources for great effect, and have some ability to customize a fighting style to match their vision of the character. (Note that I chose to focus on combat here, but the same points can apply to exploration and interaction).
Rodney Thompson said:I think there's room in the game for monsters that simply are more dangerous and deadly than others, just as I think there's room in the game for monsters whose purpose is to be interacted with, not fought. I also think it's good for monsters to exist that you don't want to face in a straight-up fight, but that you need to be prepared for or figure out a clever way to outwit rather than going in spells a-blazin'. There needs to be an element of danger in the world in order for the game to feel exciting, and unpredictability is important for sustaining engagement.
Rodney Thompson said:The other important element when dealing with monsters that have scary abilities is education. We need to be able to communicate to the DM when a particular monster is suitable for a straight-up fight, and when it should be used more carefully. For example, if a medusa can instantly turn you to stone, that's fine, provided that the DM knows that a medusa shouldn't be just casually tossed into an adventure without first dropping hints to the players (allowing them to be prepared for the medusa when encountered) or being aware of the consequences of using a monster that instantly petrifies foes.
Rodney Thompson said:For example, the fighter might be concerned with things like the preservation of hit points, which not only includes making strategic choices at character creation, but also might involve managing a pool of self-healing resources, or using defense-based options to mitigate damage while still occupying an enemy's attention (thus also mitigating the damage that enemy could do to the fighter's allies). The rogue might be more concerned with the management of risks, moving into a dangerous fray to fell a dangerous foe vs. sitting back and playing it safe, but not dropping an enemy as quickly. However, those need to be meaningful decisions; if it's always simply the right thing to do, there's no real reward for thinking strategically or tactically.
Rodney Thompson said:Moreover, it's a perfectly valid choice to decide that one wants to eschew all of that and focus more on the narrative of the character. This touches again on the symmetry issue from the first question: giving a class a fulfilling strategic or tactical play option is not about mirroring the options of other classes, but creating a satisfying experience for that class.
n00bdragon said:In other words he is only on par because of intricacies of the rules cannot be assumed to exist in another game.
n00bdragon said:There was a strict definition of what they could and could not do that the slayer got matched up against. If you take that assumption away and bring back the wild world of "choose your own spells from over 9000 splat books" then the ability to hit things, even it's hitting them really hard, starts to look somewhat cretin-ish.
n00bdragon said:This article really dodges the question of "What kind of steps are you guys taking to make sure we don't see a big difference in complexity between classes like the fighter and the wizard, and what are you doing to avoid the linear fighter/quadratic wizard issue?" by bumbling around for five paragraphs only to say "Well, we don't really think this is an issue" and thus the only conclusion I can make is they're not doing anything about it.
If "damage" is shorthand for "loss of HP", and doesn't necessarily mean "receiving physical wounds", then why shouldn't "healing" be shorthand for "gain of HP", and not necessarily mean "removing physical wounds"?
What did you think of my Wounds suggestion? If 5E had something like that, and Warlords could heal HP, but not Wounds, whereas Clerics could heal Wounds (and HP) with magic, would that fit your expectations for verisimilitude? What if Warlords had "mind over matter" style abilities that enabled partymates to ignore Wound penalties for a period of time?
I am smiling like a madman reading that. This has me very optimistic about their thought process. That they think it's totally fine to have instant problems (provided DMs can opt into the scenario) is immensely reassuring.
Me, I wonder how he can go from talking about "verisimilitude needs" in answer 1 to fighters "managing a pool of self-healing resources" in answer 3.![]()
I don't agree with "damage" not meaning "receiving physical wounds," either. Nor with "hit" meaning "near miss." Nor any other examples of words meaning one thing in English and something totally different in D&D.
This is where I have problems with the "hit points are totally abstract" approach. If hit points are abstract, then the game should use abstract terms for them. Better still, use concrete terms that fit the mechanics. The above suggestion of "morale," or perhaps "spirit," would be a good way to approach 4E-style hit points.
(The way I narrate D&D hit points is that any loss of hit points is physical injury, but the amount of injury is variable. A sword blow for 10 points of damage is a serious wound for a 1st-level fighter, a minor cut for a 15th-level fighter, and decapitation for an NPC commoner.)
That resolves my second issue; the dying PC can get back in the fight, but is not made "all better." Couple it with stripping out the term "healing" for hit point recovery, and I could get behind this system--so long as I can still narrate "hits" as hits and "damage" as injury (maybe just cuts and bruises with no lasting effect, but still injury).