Ok, explain please.I think you could do both equally good in either edition.
You are mixing mechanical and narrative comments here, so it is a bit hard to provide a simple reply.But maybe we should have better mechanical support for some of this. Maybe there should be a rule that allows us to make Medusas as a race, and have The Medusa as unique monster. But we should't just mix them. In my opinion, for "The Medusa", there doesn't even have to be a save. No one that ever looked the mythological Medusa in the eye got just a chance to petrify. It happened, the end. You needed to be prepared with special magical items. but you wouldn't really meet her accidentally when walking around a corner. (Unless you really missed all the clues with status of armed guys in various state of surprise, the rumors and the stories in the surrounding cities and villages, you missed your historical creatures exam in Wizard School and all of that). But a Medusa as a race that just insta-petrifies everyone - that doesn't really work. It's silly, even. For the race Medusa which allows hundreds or thousands of individuals of them, the petrificatio thing must be more myth than reality - based on a kernel of truth, sure, maybe some mythological "uber Medusa", or the ability to petrify weakened or dead individuals, or just the habit of creating stone statues of fallen foes as a warning to others.
Nah, I completely disagree. One of the origins of the basilisk is the cobra. You are walking along, minding your own business and WHAM you are dead.Save or Die or even "just Die" effects may have a place in any game, but it must be a special place. It can't just be something on the random encounter list or on a regular spell list.
True, at that point you could actually extend it a lot further.
Mage hits you with a disintegrate. Take 20 damage. If you're still alive, save or die.
Barbarian hits you with a greataxe. Take 20 damage. If you're still alive, save or die.
Here we definitely agree. I think random accidents and tragedies like that have no place in game rules. They may have a place in the game world, but if you use them, because you want them to be part of your story.Nah, I completely disagree. One of the origins of the basilisk is the cobra. You are walking along, minding your own business and WHAM you are dead.
We should consider when hit points come into play. Having all plot-protection come into effect only after a to-hit roll is made means that they're countered by big weapons that do a lot of "damage" -- whatever that means -- and they have no effect on whether you get hit in the first place, whether you're turned to stone, etc.I prefer the straight hp approach though. HP are luck/skill/whatever, and you can't die until they are exhausted. It's simple and straightforward.
I am not rejecting anything. You are. Learning from D&D's past does not mean that WotC should ignore improvements made in 4E or pretend that everything about 4E was wrong or that WotC should basically just redesign everything to be D&D 3.75 to cater to your preferences. Where does D&D Next's design goals say that the game is being designed to appeal strictly to players of 1-3e? (Let me be clear, I do not play 4E, nor do I particularly care for Pathfinder and 3.5. After extended play of these systems, I think all of these systems have a number of weak points that do not entirely meet my expectations of a more simplified and flexible system. D&D Next, if the Legends & Lore articles and D&D Next design goals are any indication, has the potential of getting much closer to my preferences.) Do you honestly think that Save-or-Die is the only problem people had with 4E? Do you honestly think that if 3.5 was the same but did not have Save-or-Die that it would have lost as many people as 4E? Of course not. It's absurd to think that. So why make a barb that Save-or-Die is somehow mandatory for D&D Next as if it was responsible for 4E's failures? My goal is a much bigger fan base than 4E had as well, which means to keep to D&D Next's stated design goals:You might want to go back and look at the dripping in sarcasm post from you I replied to before you stand by that....
Of course. But the "current edition" provides an excellent object lesson for designing "D&D next". Why are you rejecting looking at history for lessons?
My goal is a much bigger fan base than 4E had. What is yours and do you think it aligns with WotC better than that?
D&D Next is bigger than strictly your preferences, as it is bigger than mine."...to create a rule set that enables players of all types and styles to play a D&D game together by taking the best of each edition and getting at the soul of what D&D is." - Mike Mearls.
BryonD: No one likes being told that there is only one right way to play guitar, and that includes with Save-or-Die."With fourth edition, there was a huge focus on mechanics. The story was still there, but a lot of our customers were having trouble getting to it. In some ways, it was like we told people, ‘The right way to play guitar is to play thrash metal,’ But there’s other ways to play guitar.” - Mike Mearls.
Tell me how absolutism about Save-or-Die and my advocating for a lethality dials approach compares with these design goals?"The new edition is being conceived of as a modular, flexible system, easily customized to individual preferences. Just like a player makes his character, the Dungeon Master can make his ruleset. He might say ‘I’m going to run a military campaign, it’s going to be a lot of fighting’… so he’d use the combat chapter, drop in miniatures rules, and include the martial arts optional rules.” - Mike Mearls.
This is the absolute language to which I object. This strikes me as just "true Scotsman," in which "no true Medusa would not instantly turn victims into stone and not have Save-or-Die mechanics." Why can't my Medusa not if I so deem it for my campaign? Why are you telling people that thrash metal is the only correct way to play guitar? Your language is antithetical to the stated design goals, and that is why I object to your absolute language, because I find it every bit as antithetical to D&D Next's design goals as the complete absence of Save-or-Die mechanics. It's exclusionary and not inclusionary.Who said it had to?
It takes more than just that to be a "true Medusa". But without that it may not be Medusa. If you can look at it and take some harm but not turn to stone the de facto it is not Medusa. It may be a cool fun monster but it is not Medusa.
Your game packed with "lesser Medusa's" may be awesome fun, but if you look at Medusa you turn to stone.
Cool.
You can put a dial on Medusa and have an awesome fun game.
I endorse that as a great idea for next edition.
If you turn the "look at" dial off the pegged, the monster stops being Medusa. It may be a more fun monster than Medusa. It may be less fun. There is no merit to claiming either side of that is truth.
But it stops being Medusa.
We should consider when hit points come into play. Having all plot-protection come into effect only after a to-hit roll is made means that they're countered by big weapons that do a lot of "damage" -- whatever that means -- and they have no effect on whether you get hit in the first place, whether you're turned to stone, etc.
If hit point come into play before any other rolls, then no other stats matter -- until the bitter end, when the hit points have run out.
I think it makes the most sense to allow hit points to modify any defensive roll, after the fact, so they can represent dodging the giant's club or shaking off the goblin's sling-stone, or overcoming the poison, or magic, or whatever -- but characters without plot protection can still be tough, or strong-willed, or hard to hit, etc.
I don't consider it a no true Scotsman fallacy when someone says that the defining feature of Medusa is that she turns anyone who looks at her to stone.This strikes me as just "true Scotsman," in which "no true Medusa would not instantly turn victims into stone and not have Save-or-Die mechanics." Why can't my Medusa not if I so deem it for my campaign?