The "real" reason the game has changed.

HP is abstract in all editions. It covered ground from specifics like physical damage to vague concepts such as luck. All of that was rolled into a single numerical value that can generically be called a character's "total life."

Surges don't change that in any way. They just give freebie "life points."

As my post above stated, this is just flat out incorrect. Surges offer a different mechanic for keeping track of a characters, life, fatigue, luck etc - nothing freebie about it - just different. Not to eveyone's tastes sure, but to mischaracterise it and call it silly is simplistic and dismissive.

A question - how is 4e less realistic than 3e due to surges. I'm not talking about the 6 hours and healed mechanic here (which btw is quite easy - don't like it throw it out or dump it, or better yet just introduce more long lasting conditions for grittiness, quite easy really), but strictly healing surges?

It helps by keeping the character alive when that character should have died.

Only if the character wold have died from damage, assuming he has a round to do the 2nd wind - what exactly is wrong with a mechanic that allows an extra round of survival - with a cost (time)?

And I really loathe comparing DnD mechanics to movies. Movies are typically so unrealistic they are absurd. I hold roleplaying games to a higher level than that.

There is a huge difference between realism and verisimilitude or for that matter realism and suspension of disbelief. To much realism in fantasy is not necessarily a good thing. And in a good movie suspension of disbelief tends to triumph over realism and make for a great experience - nothing wrong with that in a game too.
 

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A question - how is 4e less realistic than 3e due to surges. I'm not talking about the 6 hours and healed mechanic here (which btw is quite easy - don't like it throw it out or dump it, or better yet just introduce more long lasting conditions for grittiness, quite easy really), but strictly healing surges?
I won't take the bait on "realistic".

But surges are a lot less fun for me.
Be it represented as mechanical disadvantages or simply nothing more than be that many fewer points closer to being taken out of the fight, loss of hit points has some tangible meaning. And to me it is much more fun that something that equates to healing, be it a natural healing or a distinct source of supernatural healing is required to undo the situation. Surges are not natural healing and I don't like the idea of warrior types automatically having their own internal supernatural healing.

You can say that everything is abstract if you want. But then EITHER you are prohibited from having a sword blow cause a physical wound OR you must allow surges to undo that harm.

Surges fly in the face of the kind of cause and effect system that I strive for. HP don't get me all the way there, but surges go way in the other direction.

They may be awesome for you, and that's great.
But you seem to be putting out the (rather desperate sounding) idea that anyone who doesn't share your preference is demonstrably wrong.
That is amusing.
 

Another thread where I find it difficult to respond because the attacks on 4e have no basis in, well, 4e.

When I and so many others point out flaws in 3.x, it's a game we played for years. Flaws we saw first hand.

But so many of the "flaws" I see pointed out in 4e don't exist, and I think it's because so many people haven't played 4e but wrote it off immediately.

3.x - nor any edition of D&D - were not "simulationist" games. The economy makes no sense. HP makes no sense. The way magic interacts with 90% of the settings make no sense. The way leveling up is done makes no sense. It is a game of a large multitude of abstractions, and at no point did the developers of any of the games sit down and think "let's try to simulate actually living in a medieval world."

Healing surges are not a bigger abstract, they are a different abstract. Previously in D&D, health had no meaning. Literally! 1HP, 3,000HP, there was no difference. HP was entirely binary - Either you had HP, or you had no HP. There were no broken bones. No severed limbs. Regenerate was always the most laughable spell because there was nothing for severing limbs. It was a spell to fix a condition that didn't exist!

Surges are equally an abstract, but a different one, not a "bigger" or "worse" one. They cover things like fatigue where HP never did. They show a character's slow degradation where HP as well never did. People keep talking about surges magically making people regenerate, but somehow miss that people in 3e either magically didn't die after being stabbed fifty times or having a dragon roast them alive, or they - here it comes - shrugged it off as an abstract. They didn't sweat the small stuff.

If each attack is a physical wound, then past level 3 or 4, D&D in all editions breaks down. Ok, my fighter is run through three times. It's cool, I suffer no penalties or anything, I'm still fighting at peak form.

As for the snubbing of movies, come on. D&D is not some fantastic work of literary genius. It was formed from terrible 70's pulp with godawful prose and even worse 70's movies and TV shows. The monk didn't come about because Gygax wanted a complex examination of eastern aesthetics and the differences between Buddhism and greek mythology, he did it because he really liked Kung Fu. Paladins aren't in the game because he wanted a rich tapestry of morality and how it plays out in a medieval society, it's there because valiant knights in shining armor are cool. D&D has always been a mix of nerd culture and "gamist" fun.
 

That is just because form a game perspective several things occur.

1. Selling a game to people that has rules about dismembering others might not be viewed as something parents would want their children playing, while killing the monster, just making them dead, might not be as bad as turning into Jeffrey Dauhmer.

2. The mountains of rules in order to do so, would take 3 times the number of books to go through those things in ANY edition, howver 4th doesn't lend to those things being able to happen at all since all such damage unless magical is healed overnight.

The ability of previous editions to have the abstract or more close to home "realistic" damage is easier to represent if wanted, while 4th doesn't really lend itself well to that. No video game has the component for missing limbs and such, however you see characters with eye-patches, so it must have happened. Therefore the component in 4th disrupts the suspension of disbelief of people in that, while the possibility was there in previous editions, 4th has removed it from even happening and takes you out of the game world, and into the metagame one much more often.
 

On the point of 4e skills getting better.

<snip>

The DC's for skill checks do go up faster than 1/2 per level do they not?

<snip>

My point in all this is that the issue is a bit more nuanced than BryonD is presenting.

<snip>

In other words, that bonus is there to cover the mundane stuff that comes up early in the game and then gets glossed over later on. At 1st level, a 20 foot pit is a big deal. At 15th level, it's a speedbump.

Whether that's a good or a bad thing depends on your tastes I suppose.
Hussar, the increase in DCs in the latest suggested DCs (from essentials and the website) is about half per level for Easy, 0.7 per level for Medium and 0.8 per level for Hard.

As for your points about nuance and taste, I agree but have tried to push a bit harder - the implication of Bryon D's argument (and similar) is that any system in which chances of success are assigned on the basis of pacing/narrative considerations first, and then the world is narrated so as to makes sense of those DCs, is a system that fails to foster roleplaying as well as a strict simulationist system. Which in my view is just nonsense - HeroQuest is the poster child for this sort of design, and while not everyone likes it, I've never seen anyone try to argue that it is a system that is hostile to roleplaying.
 

I won't take the bait on "realistic".

But surges are a lot less fun for me.
Be it represented as mechanical disadvantages or simply nothing more than be that many fewer points closer to being taken out of the fight, loss of hit points has some tangible meaning. And to me it is much more fun that something that equates to healing, be it a natural healing or a distinct source of supernatural healing is required to undo the situation. Surges are not natural healing and I don't like the idea of warrior types automatically having their own internal supernatural healing.

You can say that everything is abstract if you want. But then EITHER you are prohibited from having a sword blow cause a physical wound OR you must allow surges to undo that harm.

Surges fly in the face of the kind of cause and effect system that I strive for. HP don't get me all the way there, but surges go way in the other direction.

They may be awesome for you, and that's great.
But you seem to be putting out the (rather desperate sounding) idea that anyone who doesn't share your preference is demonstrably wrong.
That is amusing.

I just pointed out that saying the 4e mechanic being less realistic than prior editions is demonstrably wrong, and somewhat absurd. I make (and made) no assertions that my preference is better.
 

The ability of previous editions to have the abstract or more close to home "realistic" damage is easier to represent if wanted, while 4th doesn't really lend itself well to that. No video game has the component for missing limbs and such, however you see characters with eye-patches, so it must have happened. Therefore the component in 4th disrupts the suspension of disbelief of people in that, while the possibility was there in previous editions, 4th has removed it from even happening and takes you out of the game world, and into the metagame one much more often.

No, it doesn't. You're wrong in your first sentence.

3e HP was abstracted as hell. It's nowhere near "realistic," not at all. At 1 HP I suffer literally zero consequences for having such.

If anything, you're proving 4e is more realistic. At 0 healing surge, I am facing consequences. I have no more healing surges left after this. There's no more healing. My body has reached it's limit.

Bodies in 3e and earlier have no limit. As long as someone is there to whack with a healing stick, you're back in the game, forever.

You've yet to show how being run through by a sword three times then being healed infinitely forever is more realistic then taking HP as a measure of fatigue and slowly losing your peak condition to the point where you have to stop and take a long rest.

You're starting with the conclusion (4e is more abstracted and less realistic) and then trying to find the evidence.
 

No, it doesn't. You're wrong in your first sentence.

3e HP was abstracted as hell. It's nowhere near "realistic," not at all. At 1 HP I suffer literally zero consequences for having such.

If anything, you're proving 4e is more realistic. At 0 healing surge, I am facing consequences. I have no more healing surges left after this. There's no more healing. My body has reached it's limit.

Bodies in 3e and earlier have no limit. As long as someone is there to whack with a healing stick, you're back in the game, forever.

You've yet to show how being run through by a sword three times then being healed infinitely forever is more realistic then taking HP as a measure of fatigue and slowly losing your peak condition to the point where you have to stop and take a long rest.

You're starting with the conclusion (4e is more abstracted and less realistic) and then trying to find the evidence.
Not sure if it was you or another in regards to porting surges backwards, but just increase the hit points by 300% was the response.

When you look at the healing surges it gives a false perception. When you look at previous HP you could see what there was. Looking in two places already means more metagaming to take you out of the game itself.

ALL games when healing options are exhausted and "natural" healing takes place, is where the BIG problem lies.

What happens prior to 4th when all forms of healing have been exhausted and you still do not have full HP, as opposed to what happens in 4th? Recovery time in previous editions means a chance for long lasting effects from the loss of HP, while 4th edition removes ANY chance of long lasting effects since you are healed as soon as you wake up, AND have all your surges back.

That is why 4th doesn't lend itself to long lasting damage representable by HP loss, because as part of that abstract injury is removed due to the metagame "lifebar" in 4th as opposed to previous editions.

It is an intended function of the game for its design, but that design in turn changes the possibilities of things and those changes were most likely taken into consideration and ignore in order to promote the style of play supported by 4th.

Which would be, being injured and unable to fight is not as fun as just ignoring such and just being ready to fight each day.

This mechanic change, also changed the story telling/narrative capabilities in accordance with the overall design goals.

It works for those looking for those changes set forth by the design goals, but not those that have other goals in mind when they play.
 

Storywise, surges have robbed the game of any connection to reality. That mechanic is for strategy-games, not roleplaying. How can a player relate to simply willing oneself to gain health?
Have you read the REH story in which Conan pulls himself of a cross?

I don't see that story as any special sort of advocate for healing surges - you might achieve that sort of result in an RPG through any number of mechanical avenues. But it does seem to suggest that a heroic fantasy PC can will him/herself to regain health.

But it should be really easy to port them. Just give your characters 300% extra HP free each day.
Actually, that wouldn't remotely ape the effect of healing surges.

The main mechanical function of healing surges is to produce a dramatic dynamic to combat, as the monsters starte out on top, very quicly wear down the PCs' hit points, but then end up losing as the PCs get back up from the canvass and keep fighting. Healing surges are a crucial part of that "getting up from the canvass" part of the game, and the need for the PCs to find ways to recover surges during combat in turn is a big part of the tactics of combat - at least in my experience it drives a whole lot of dymanics in terms of action economy, PCs moving around the battlefield and manipulating the initiative sequence via delaying and the like, etc. Simply quadrupling hit poits would in no sense replicate any of this.
 

Examples would be great for the overall discussion, even if anecdotal evidence.
I have an actual-play report posted here. It describes both prep and play for an exploration-based 4e scenario. As far as I'm concerned, my experience in that session utterly disproves any contention that 4e is inimical to, or otherwise fails to support, exploration-heavy play (which generally seems to be what is meant by roleplaying around here).

Does health play a concern in your story telling?
Yes, and at several levels.

First, it affects the dynamics of action scenes, and the relationship between action scenes - as healing surges drop, tactics and operational strategy change. A sub-component of this is death saves and negative hit points - in a recent combat, one PC was two saves down and had to make a third, and was close to negative bloodied and still taking ongoing damage. The rest of the party was tied up in spider webs, which would have to be escaped from to heal the PC in question. This was a pretty engaging episode both at the mechanical and at the story level.

Second, it affects larger scale action resolution because healing surges are often expended as part of a skill challenge, and because the possibility of taking an extended rest depends upon the ingame situation.

Third, lingering conditions like diseases, healing surges that can't be regained until a suitable environment is returned to, etc, can have a big impact.

My actual play report gives examples of both 1 and 3 - the affect on tactics of PC health, and the way that the need for a PC to recover from a disease played into the overall dynamic of the unfolding story.

1. Selling a game to people that has rules about dismembering others might not be viewed as something parents would want their children playing, while killing the monster, just making them dead, might not be as bad as turning into Jeffrey Dauhmer.

2. The mountains of rules in order to do so, would take 3 times the number of books to go through those things in ANY edition
Actually, both RQ and RM have slimmer core rules than any edition of AD&D, let alone 3E or 4e. And for those who don't like the way 4e plays, I strongly recommend either game. Rolemaster, in particular, is (in my view) a very underrated system, and nowhere near as difficult to build PCs for or to run as is sometimes suggested.

The ability of previous editions to have the abstract or more close to home "realistic" damage is easier to represent if wanted, while 4th doesn't really lend itself well to that. No video game has the component for missing limbs and such, however you see characters with eye-patches, so it must have happened. Therefore the component in 4th disrupts the suspension of disbelief of people in that, while the possibility was there in previous editions, 4th has removed it from even happening and takes you out of the game world, and into the metagame one much more often.
This doesn't make sense to me. If, in AD&D or 3E, I can introduce NPCs with eye patches, why can't I do the same in 4e. And unlike AD&D, at least, 4e has room for a pretty simple blinding or maiming mechanic - given that when an NPC reaches 0 hp the player in question can declare either "dead" or "unconscious", it is not a very big stretch to also allow the player to declare "unconscious and blinded" or "down with an arm chopped off".

So to the thread itself, has the change been caused because less people care first about the story they are trying to tell and more about the mechanics to do things in the game; then they can flesh out the story later?
I just don't see how you're getting this out of the posts from the 4e players on this thread.

At least in my case, there are situations which in which I (as GM) want to place the PCs. The players then decide how to respond. Of course there thinking about this is influenced by the mechanics (just as it is in 3E, RM etc - they think about the mechanical options open to their PCs, like using spells or using skills). But to suppose that there is no engagement with the fiction would just be wrong.

For example, suppose I tell you the following: a PC had travelled back in time and found an old scroll in a strange language. He case comperehend languages to read the scroll, and used object reading to get images from the scroll's past, to work out who wrote it and how it got to where it is. Have I described anAD&D, 3E, 4e or Rolemaster game? In fact I'm describing the 4e session linked to above - but as far as the dynamics at the table were concerned, it was pretty indisinguishable. (Because this aspect of play doesn't engage 4e's conflict resolution mechanics.) Things were noticeably different on the resolutoin front when the PCs tried to talk to a woman they rescued from magically entrapment in a mirror - this was a skill challenge, so 6 successes were enough - but the aim in play was still the same - talk to this woman and persuade here to be friendly rather than frightened.

While adventuring you gather treasure, but never go about taking things
I don't understand this comment. The PCs in my 4e game take things all the time. And my 4e DMG has a discussion of treasure parcels, which offers guidelines on what sorts of stuff I should scatter around for the PCs to take.

The game has no more reality, so you cannot tell stories based on it and are forced to tell silly stories rather than ones more rooted.

<snip>

sooner or later everyone should be able to see the game has changed forms to a fantastic battle simulator as battle is the prime function of the mechanics, so that you can get to it more often.
Again, I'd be curious to see your response to my actual play example.
 

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