Li Shenron
Legend
Because players like taking a lot of damage and win the battle at the last moment.
But what kind of bonuses do people get together? Feint + Flanked + Tripped and then what? Feint II, Double-Flank and Pinned?Reynard said:Is it, really, though? If you want to still be able to hit all the time, you could do a DR type thing, but the "stand and swing" bit gets tired pretty quickly. And since the intent, it appears, of 4E is to make everyone has a super-awesome time in combat, the system could be designed in such a way that all those super awesome maneuvers result in something other than hit point damage.
For example, let's say that there's a relatively high Defense threshold you have to "hit" in order to do damage, but a relatively low "hit point" threshold you have to reach with that damage to take someone out. So, instead of going through hit point attrition with your power attacks and sneak attacks and fireballs, all those elements (and whatever lse they've added) start stacking up bonuses to be able to beat that Defense threshold. You still get to roll lots of dice, and the results matter and push you ever closer to victory, just as with hit points, but don't require that everyone be able to constantly heal. Same goals, different way of achieving them while also solving another "problem" inherent in D&D.
I wish they'd gone the whole hog and made hp per encounter too, but what they are doing is the second best solution AFAIAC. A lot of the suggestion in this thread would be disastrous, IMO.Cryptos said:True. But 4e seems to have taken most (at least 80%) of the resource management in D&D from per day to per encounter. The timeframe for resource management is compressed. As such, healing needs to happen more often.
glass said:I wish they'd gone the whole hog and made hp per encounter too, but what they are doing is the second best solution AFAIAC. A lot of the suggestion in this thread would be disastrous, IMO.
glass.
But then it eliminates the fun that most people have of being near death and the feeling of "just barely pulling it off". The most fun combats for me and my friends are when we think the enemies might kill us and we can see the numbers slowly coming off our character sheets and doing the math we know that we have a chance of losing in a round or two if things don't go well.Reynard said:I agree that given the other system changes, making HP a per encounter resource makes far more sense than jacking up the hit points, jacking up the damage output and then jacking up the healing capabilities. If you instead did some sort of WP/VP system where the VPs area per encounter resource, you could reserve healing for WP and make it actually healing and nearly eliminate the need for the heal-battery (or batteries, in 4E).
Sure it improves the game. In 1st and 2nd edition getting the levels higher than about 10 didn't matter since you stopped gaining any real hitpoints. Might as well dual class to wizard than keep going on in fighter.Reynard said:My example was just an example. The point, though, is that hit point/damage/healing inflation doesn't do anything to improve the game, yet it keeps happening in every edition. When the game went to 2E, most of the increases went to the monster side, having the net effect of making combats longer and deadlier to PCs. The 3E "fix" was to jack up the PC hit points and the PC damage output, which might have helped except they went and once again jacked up the monsters' hit points and damage capabilities. 4E seems to be doing the same thing. Just increasing the numbers has no benfits and lots of in-play drawbacks.
I think they exist to add a further dynamic option to the game - you have to decide between healing damage and dealing it. THe hit points are a "nastiness buffer", but it will only serve you well if you're keeping them in shape by healing.Reynard said:I agree that given the other system changes, making HP a per encounter resource makes far more sense than jacking up the hit points, jacking up the damage output and then jacking up the healing capabilities. If you instead did some sort of WP/VP system where the VPs area per encounter resource, you could reserve healing for WP and make it actually healing and nearly eliminate the need for the heal-battery (or batteries, in 4E).
My example was just an example. The point, though, is that hit point/damage/healing inflation doesn't do anything to improve the game, yet it keeps happening in every edition. When the game went to 2E, most of the increases went to the monster side, having the net effect of making combats longer and deadlier to PCs. The 3E "fix" was to jack up the PC hit points and the PC damage output, which might have helped except they went and once again jacked up the monsters' hit points and damage capabilities. 4E seems to be doing the same thing. Just increasing the numbers has no benfits and lots of in-play drawbacks.