Steely_Dan
First Post
Spells are plot coupons.
I have never found magic missile to affect plots.
Spells are plot coupons.
So, really, the complaint that fighter dailies are 'dissociative' or 'plot coupons' is identical to a demand that fighter dailies not exist under any circumstances.There isn't a way if they are dailies.
I don't know what every '4venger' or 'h4ter' wants, apart from one side wanting 4e to continue, and the other wanting it dead, which has been settled.I keep thinking that if the 4vengers are really happy with 5e there is no way I will be. They just want a different game.
Yep. For one thing, there are some qualities that simply can't be 'modules,' it either has them or it doesn't. As a hypothetical example, if being 'well written' in the sense of using proper grammar and spelling were an issue, you couldn't have a 'spelling module' and a 'mis-spelling' module that morphed every sentence in the book to match the dialect preference of the reader. (Well, on an on-line product, you just might.)My hope is I can pop out their module and put in my own. But I'm not really confident the devs understand the issues either. If they don't understand the issues then of course they are doomed to fall into problems.
CS is? It's certainly not /daily/. What does it take?But CS is definitely scaring me away.
The point is that you can know that if you take another hit you will die (if you have 1 hp left and the assailant is a storm giant), or that no matter how far you fall you will never die (if you have 121 hp left, given that maximum falling damage is 120 hp). And furthermore, as [MENTION=57948]triqui[/MENTION] has pointed out, this information is vitally relevant to many play decisions.it is not at all unrealistic to know that if you take another hit you may die.
The player, in many situations, knows that the damage will be 11+ - for example, if the PC jumps over a cliff of more than 100', or if the attack is from a giant wielding a two-handed weapon.The player still doesn't know what his condition will be before the damage is rolled. At 1 hit point he is disabled if the attack does exactly and only 1 point of damage... if the attack does 2 to 8 points of damage he is dying, more than that and he was outright killed. In this situation... how does the player know something the character doesn't? He doesn't know what his state will be until after the damage is rolled and applied.
You can contrive such situations - for example, where the PC has 1 hp left and the minimum damage is 1. My point is that there are many situations where the PC has X hp left, and the minimum damage is greater than X (or X+9 for 3E, or X+3 for AD&D 1st ed, etc), and many situations also where the PC has Y hp left, and the maximum damage is less than Y. And the player can know those maxima or minima, and hence can know what the PC cannot know.Now who is moving goalposts... the original assertion was that the player knew what condition his character would have if he is hit. He doesn't, plain and simple
Yes. That shows that you all have the same preferences - you don't mind hit points, but you don't like encounter powers. But it doesn't tell us that there is any deep difference between those two mechanics other than that you like (or at least put up with) one and not the other. A perfectly viable explanation, for example, might be familiarity.But if you took all kinds of mechanical examples, lets say 500. And you then ask people like me who do understand what we are talking about even if the title is not perfect, we'd all pick the same ones.
But there is no reason to think that they have much in common besides being "metagame mechanics that were new to D&D with 4e".But there are a class of things, a distinct set, that dissociate a particular group of people because of something they have in common.
Though it may run contrary to your experiences... I have seen players take an action that would lead to certain death (with no mechanical benefit) in order to stay true to their character. [/quote [MENTION=57948]triqui[/MENTION]'s point, with which I agree, is that this is a metagame choice - because the player, in making it, knows something that his/her PC doesn't know.
The contrast with a crit-based game like RM or RQ is pretty obvious. To borrow some rhetoric from Emerikol, all the people who left D&D for RQ and similar ultra-simulationist games in the 80s can non-collusively agree on what is wrong with hit points.
Sometimes a person might. Often, as [MENTION=22779]Hussar[/MENTION] pointed out, s/he might not. Furthermore, there is the weirdness in D&D that I know I'm near death except that I can walk, run, jump, swim, etc without difficulty.Look. It is absolutely the case that a person can know they are reaching the end of thier ability to defend. That if another blow lands they are going down. Nothing in the characters mind is different than the players.
Hmm. For the same sort of reason I have doubts about hit points as "meat" or "tiredness".But it's not willpower... if it was, by definition, it wouldn't be confined to granting me an extra action, and only an extra action.
No. Rolemaster uses numbers to communicate status - penalties for injury, for blood loss etc. Hit points don't communicate status - they are an ablative pool that allows the player to know, in many situations, the consequences of any given injury for the status of his/her PC.You are equating numbers which we use to communicate status between player and character with dissociative mechanics.
I have never found magic missile to affect plots.
If "Brutal strike" affect plots, then so does Magic Missile.
I think that's where you're wrong.There was a clear set of issues being complained about with 3e, too, and 4e addressed them very well.
This is where the problem is. Indeed 3e has it inadequacies, and indeed there were online debates, but I don't think the content of those debates was representative of the community.That didn't save it. It may be that what's talked about and what's really an issue to the customer base can be two very different things.
It has to do with a lot of things other than content; but it definitely has a lot to do with content.Or, it may be that the rejection of 4e had very little to do with its content.
True.While we go in circles with invalid complaints and tortured logic, there probably /are/ real issues/insights that are being missed.
A...generous take to sat the least.All 5 of these have something in common. They addressed known problems with 3e (and even earlier), particularly class balance problems. Problems that had been subject to long, vigorous debates on-line, and were well-known and not really in dispute (rather, they were just 'lived with' or house-ruled or compensated for in-play or otherwise dealt with because 'D&D had always been that way').
Fixing imbalance by putting everyone on the AEDU system is like fixing wage discrimination by putting everyone on the same wage, in that it's heavy-handed to the extreme and causes many more problems than it solves, doesn't address the actual problem (bad actors abusing the system), and isn't acceptable to many people.The common mechanical structure (2) was key in delivering class balance,
This, unfortunately, is backwards. People build characters with 10 classes because one class wasn't getting them the flavor or the power they wanted. It is needlessly complex. The solution is to let them play the character they want without having to take 10 classes, not to tell them that their "build" is wrong and unbalanced and delete it from the game. The way to do this would be to increase the flexibility of class abilities and design the classes so that they are worth sticking with (something PF has made some meaningful strides towards). Ultimately, it would be addressed by letting people build characters without the constraints of classes.Silo'ing (while I'm a bit down on it, myself) and dropping modular multiclassing (which, again, I quite miss), was also done so classes could be balanced more robustly and the damage to game balance done with extreme mix-n-match 'builds' in 3e could be avoided.
And this is really a backwards step. The big problem with D&D healing isn't "why do I need a cleric to heal me", it's "why was I at the brink of death and now I feel fine five minutes later" and "why did I fall of a cliff and pick myself up without a scratch". What D&D needed was a tougher health system and less powerful healing, so no one would feel said pressure to play a healer (which I've never observed), and, more importantly so someone who hasn't played D&D before can look at it and see a real scenario.Healing resources (5) were moved out of the Cleric's spells/day, and to individual resources, which took the pressure for 'someone to play the heal-bot' away almost completely, improved encounter balance, and made balancing classes with healing abilities much more practical.
I think they're unexamined not really because people are afraid to. I think they're unexamined for the same reason that news misses real practical issues or medical literature doesn't really characterize healthcare issues: because the real issues don't make for the kind of flashy debates that get people's attention, and because they're tougher to examine, more abstract and philosophical, and difficult to analyze. It's a lot easier to talk about how pun-pun the kobold is broken than it is to talk about how D&D needs to be more grounded, less jargon-heavy, and simpler.That's why I have to suspect that the reasons either have little or nothing to do with the mechanics, or that the reasons are un-examined or left un-articulated for fear they'd be get an unsympathetic reception.
Sure it does, in the sense Emirikol was using it. Cash in your "magic missile" plot coupon, the monster takes 1d4+1 to 5d4+5 damage.I have never found magic missile to affect plots.
I have never found magic missile to affect plots.
Here's just a few off the cuff things I think 4e did wrong at launch
1. Plot coupons with daily powers for martial characters.
2. Common mechanical structure. (AEDU). - 5e is avoiding
3. Utility magic very different and mostly moved to rituals. - 5e is avoiding.
4. Every class completely silo'd with it's own power set. - 5e not sure
5. Martial healing, healing surges, the whole healing system. - 5e has yet to avoid. They have promised modularity here.
6. Attitude. We are right and superior. You are wrong. - 5e is avoiding
7. Magic items. Snooze fest. - 5e not sure.
Clearly, you never had a magic-user disrupt the demon-summoning ritual with a well-placed magic missile...