D&D 4E Verisimilitude IMPROVEMENTS in 4e

eleran said:
For me, it comes down the fact that it is a game about adventuring and the stories of the adventurers, not about how we took a week to heal up after the first encounter with the Dragon.
Funny, I've been playin 3e since it came out and have never once seen a party spend a week healing up from a fight with a dragon (or anything else).
 

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Lizard said:
True, and I agree keeping magical movement limited is a major step, but I'm still wondering how you keep eladrin (and warlocks who don't like their cellmate) in jail.

Old Conventional Wisdom: Don't drop the soap.
New Conventional Wisdom: Don't piss off your warlock bunkie. Once you're his enemy, you're also his ticket to freedom...

(Not that 3e warlocks with Flee the Scene were any easier to control...)
Use thicker walls! Don't give'em cell mates to sacrifice! Kill'em and take their stuff! :D

Cheers, LT.
 

BryonD said:
Funny, I've been playin 3e since it came out and have never once seen a party spend a week healing up from a fight with a dragon (or anything else).

Uhm...yeah.

Either you all heal before you camp, or, worst case, the cleric does the final bout of healing when you wake up.

So the 'six hour rest' thing really doesn't bother me, as it just formalizes actual play as it has been for years.
 

Lizard said:
Uhm...yeah.

Either you all heal before you camp, or, worst case, the cleric does the final bout of healing when you wake up.

So the 'six hour rest' thing really doesn't bother me, as it just formalizes actual play as it has been for years.
Exactly. The six hour thing is no big deal.
 

hong said:
I never, ever knew that the ability of so many people to pretend to be elves was so critically impacted by how well the game approximates the square root of 2.

In fantasy RPGs, I hope for worlds occupied by fantastic races and powerful magic.

I don't hope for worlds in which movement in cardinal directions is somehow sensibly less efficient.
 

Lizard said:
Uhm...yeah.

Either you all heal before you camp, or, worst case, the cleric does the final bout of healing when you wake up.

So the 'six hour rest' thing really doesn't bother me, as it just formalizes actual play as it has been for years.

No, you burn thru the charges on the wand as soon as all the enemies are dead.

In my game yesterday the demon stole the cleric's dead body and the player yelped: there go all 4 of the CLW wands! The druid player: nope I have 2. Ranger: I have 3. Sorcerer: I have 1 too.

For those scoring at home, that's 10 CLW wands...

Just easier to track now.

PS
 

Campbell said:
A fall off a hundred foot cliff should kill a 20th level fighter. No amount of skill, luck, grit, or physical toughness can account for shrugging off something like that.

People in the real world have fallen for literally miles without parachutes and come out of it alive. One guy fell 18,000 feet and came away with nothing worse than a twisted knee.

I'm not saying high-level fighters shouldn't face danger when falling off cliffs, but it's certainly not true that survival is flat-out impossible.
 

Storminator said:
Just easier to track now.

PS
No it isn't. Everyone healing themselves over and over is a completely different feel.
I'd be all in favor of getting rid of the stack of CLW wands issue.
But the price of so completely blurring the idea of healing is an even less acceptable approach (for me).
 


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