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What needs to be fixed in 5E?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5707850" data-attributes="member: 82106"><p>Yeah, well, just think of Healing Surges as your real "hit points". That's the way I see it. The hit points you expend in fights in 4e is a lot like fatigue and other short term factors. When you hit 0 hit points you ran out of juice, luck, whatever, and yeah, someone obviously hammered you, you MIGHT die. OTOH you're very unlikely to actually die unless you were out of HS. Nothing says 'unconscious' must be strictly interpreted either. Your character might have given up, collapsed from exhaustion, be lying on the floor holding his hand over a bleeding wound, etc.</p><p></p><p>No system of hit points is ever going to perfectly conform to reality. The only question then is does it work reasonably as a game mechanic and can you provide reasonable narrative consistency? I think 4e does both QUITE well. I have no desire to see any changes there at all personally.</p><p></p><p>As for physics, you get to take it or leave it, there are no half measures. Neither flight as presented in D&D, nor teleportation are physically possible. There are no degrees of 'impossible', it is purely binary. You don't get to choose some laws of nature that you might be able to beat and others that you can't. </p><p></p><p>Really, tactical teleportation certain IS better than the 'extended hop' sort of flight you can get at heroic tier, yes. It is NOT AT ALL better than continuous flight, not even close. I never argued otherwise though. Teleport is heroic, continuous flight is paragon, so it makes perfectly good sense.</p><p></p><p>The real problem with these kinds of debates is that for a game designer they're a no-win proposition. There are at least SOME objective criteria for mechanical quality of a game, there are none for questions like "is teleportation more magical than flight?" or "should a warlord be able to heal someone?". To start down the path where you try to please everyone's tastes in a purely subjective category like that is a slippery slope, especially when the slope is the 'verisimilitude slope' or the 'realism slope'. You can only end in some kind of mire where the system is still unacceptable to some people and is also a lousy game to boot.</p><p></p><p>The choices they made are interesting RP choices and let players do a variety of different things. Nobody can say this or that were THE BEST choices in that regard, but there at least seems to be some method to their madness. We'll just have to mildly disagree on that one. Frankly if they exiled all teleportation to paragon tier, I wouldn't probably care all that much. OTOH I want to keep my 'action movie hero' style healing system. I like it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5707850, member: 82106"] Yeah, well, just think of Healing Surges as your real "hit points". That's the way I see it. The hit points you expend in fights in 4e is a lot like fatigue and other short term factors. When you hit 0 hit points you ran out of juice, luck, whatever, and yeah, someone obviously hammered you, you MIGHT die. OTOH you're very unlikely to actually die unless you were out of HS. Nothing says 'unconscious' must be strictly interpreted either. Your character might have given up, collapsed from exhaustion, be lying on the floor holding his hand over a bleeding wound, etc. No system of hit points is ever going to perfectly conform to reality. The only question then is does it work reasonably as a game mechanic and can you provide reasonable narrative consistency? I think 4e does both QUITE well. I have no desire to see any changes there at all personally. As for physics, you get to take it or leave it, there are no half measures. Neither flight as presented in D&D, nor teleportation are physically possible. There are no degrees of 'impossible', it is purely binary. You don't get to choose some laws of nature that you might be able to beat and others that you can't. Really, tactical teleportation certain IS better than the 'extended hop' sort of flight you can get at heroic tier, yes. It is NOT AT ALL better than continuous flight, not even close. I never argued otherwise though. Teleport is heroic, continuous flight is paragon, so it makes perfectly good sense. The real problem with these kinds of debates is that for a game designer they're a no-win proposition. There are at least SOME objective criteria for mechanical quality of a game, there are none for questions like "is teleportation more magical than flight?" or "should a warlord be able to heal someone?". To start down the path where you try to please everyone's tastes in a purely subjective category like that is a slippery slope, especially when the slope is the 'verisimilitude slope' or the 'realism slope'. You can only end in some kind of mire where the system is still unacceptable to some people and is also a lousy game to boot. The choices they made are interesting RP choices and let players do a variety of different things. Nobody can say this or that were THE BEST choices in that regard, but there at least seems to be some method to their madness. We'll just have to mildly disagree on that one. Frankly if they exiled all teleportation to paragon tier, I wouldn't probably care all that much. OTOH I want to keep my 'action movie hero' style healing system. I like it :) [/QUOTE]
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