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Switch to Forum Live View Hit points and healing: a lesson from the successes and failures of 4e
1 year ago  ::  Mar 10, 2012 - 7:18PM #101
OgreBattle
Date Joined: Oct 12, 2011
Posts: 395
I don't want World of Warcraft healing, where the guy in robes is the healbot and he throws hit points at you because that's all he does. Keep that Junk in videogames, NOT D&D
I don't want Diablo healing, where every time you get hit you chug down a healing potion in your healing potion belt with the hotkeys 1 through 5. Keep that Junk in videogames, NOT D&D

If you want hit points to be "how much blood is in you" and the only way to make them go up is Priests & Potions, there are plenty of Blizzard titles for you to play. Conan didn't have a bandolier of health potions, Gandalf did not cast cure light wounds, because they were literary heroes, not videogame characters.

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1 year ago  ::  Mar 10, 2012 - 7:29PM #102
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,244

Mar 10, 2012 -- 5:14PM, journeyman777 wrote:

Doctor, you seem to be on the very opposite end of the spectrum from me. I find healing surges very unrealistic. I find a full 8 hours of sleep for recovery very much so. I'm similarly willing to sacrifice verisimilitude for fun in the case of simulating physical fatigue, I'm just rather surprised that you don't mentally file surges under that same label.

I believe I've mentioned before that I recognize many fantasy works that use the "healing is draining on the recipient" theme, but those same works generally leave the recipient an invalid for hours or days following said healing. It isn't a model very applicable to combat healing. Many others have the healer himself take the damage or tire out, which I'm quite willing to accept since it still keeps his function dependant on his own limits rather than someone else's. D&D on the other hand, has always used healing as an effect essentially unlimited because the source of the power for healing (gods, nature, the soul, ect) was so powerful as to make limits on anything besides "per use" meaningless. I don't see any compelling reason to change this and as far as fluff/flavor go even 4e didn't try. Surges exist entirely outside the given flavor and without even an attempt at explanation.

I've sounded off on other's suggestions and made a few of my own on what might do the job better than surges or at least serve as an acceptable compromise or modular solution. Are you completely set on surges themselves or are you open to other ways to work healing and recovery on the per day/per encounter basis?


Yeah, I'm really not that concerned about the whole "what is the flavor of surges" thing. Surges are surges. It is pretty obvious what they represent. Maybe I'm just brought up on RPGs in a day and age when nobody expected much to be explained and felt lucky if the mechanics of any given RPG actually worked (most didn't, or at least we too badly explained to be sure what the mechanics were exactly). Gygax was kind enough to give an explanation for hit points, but frankly it wasn't something that was much pondered on back in the day.

Likewise all this hairsplitting about the precise technical definitions of where the magical energy to X, Y, or Z came from. Jeeze, its magic, or super heroic beyond human chutzpah, or whatever. I play RPGs to play them, not analyze the heck out of everything.

That is not dead which may eternal lie
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1 year ago  ::  Mar 10, 2012 - 7:47PM #103
journeyman777
Date Joined: Jun 16, 2005
Posts: 579

Mar 10, 2012 -- 7:14PM, Salla wrote:

Hit points are abstract, a general representation of one's ability to keep fighting.  At no point does the loss of HP mandate the character receive physical damage, save PERHAPS losing the last one, and even that is flexible (disarmed, surrendered, driven off).


Not really, <0 hp specifically renders you unconscious and dying. I don't see any possible twist of logic that translates a lack of motivation straight into passed out and bleeding out. I can give you the quotes and page numbers from multiple editions (including 4e) if you need them.

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1 year ago  ::  Mar 10, 2012 - 7:56PM #104
Salla
Date Joined: Apr 3, 2003
Posts: 23,524
No need, I've played them all.  And you can reflavor conditions as easily as you reflavor anything else.
Another day, another three or four entries to my Ignore List.
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1 year ago  ::  Mar 10, 2012 - 8:02PM #105
Valkyrion
Date Joined: Sep 2, 2010
Posts: 22

Mar 10, 2012 -- 7:47PM, journeyman777 wrote:

Mar 10, 2012 -- 7:14PM, Salla wrote:

Hit points are abstract, a general representation of one's ability to keep fighting.  At no point does the loss of HP mandate the character receive physical damage, save PERHAPS losing the last one, and even that is flexible (disarmed, surrendered, driven off).


Not really, <0 hp specifically renders you unconscious and dying. I don't see any possible twist of logic that translates a lack of motivation straight into passed out and bleeding out. I can give you the quotes and page numbers from multiple editions (including 4e) if you need them.



Well, if HP is a representation of one's ability to keep fighting, the last hit that sends a character into a death spiral is due to the character's inability to keep up with his/her opponent.  Basically, they've been fighting so much, their guard slips, and the enemy takes full advantage of that by stabbing them in the gut.

I may not fully agree with "disarmed, surrendered, or driven off"— maybe better for monsters than PCs, but the situation may vary— but the general idea that sloppy fighting due to exhaustion is quite capable of explaining that final, mortal wound, in my honest opinion.

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1 year ago  ::  Mar 10, 2012 - 8:06PM #106
journeyman777
Date Joined: Jun 16, 2005
Posts: 579

Mar 10, 2012 -- 7:18PM, OgreBattle wrote:

I don't want World of Warcraft healing, where the guy in robes is the healbot and he throws hit points at you because that's all he does. Keep that Junk in videogames, NOT D&D
I don't want Diablo healing, where every time you get hit you chug down a healing potion in your healing potion belt with the hotkeys 1 through 5. Keep that Junk in videogames, NOT D&D

If you want hit points to be "how much blood is in you" and the only way to make them go up is Priests & Potions, there are plenty of Blizzard titles for you to play. Conan didn't have a bandolier of health potions, Gandalf did not cast cure light wounds, because they were literary heroes, not videogame characters.


I don't want an adventurer who is Mario, with no difference between full health and dead. Keep that Junk in videogames, NOT D&D

I don't want adventure design that is Ogre Battle, where all characters have full hp at the start of every fight.  Keep that Junk in videogames, NOT D&D

  What I want is for the healer to actively contribute in the same fashion that a damage dealer does, but not by dealing damage. I want him to set up and manage his own effects just like any other member of the party does. I want the healer to actually matter, not be replaceable by a potion belt. I don't see how what I want is what you rail against. 

BTW: Can't say I ever watched Conan, but the only fight where Gandalf even gets hits he dies. For that matter, every character in LotR that gets hit dies or is disabled in that fight. Boromir is the only one who actually keeps fighting after a hit and he also dies in that fight. Literary heroes in general are a poor model for a system that uses hp at all. Systems based on low damage and infrequent hits or use of damage tracks seem more appropriate to your choice of fantasy. Though to be fair, Aragorn was known for his "healing touch aka "Touch of the King" and the elves were known for being able to treat wounds beyond the limits of mortal arts (magic?). Gandalf on the other hand seems to be a paladin rather than a wizard as he wields a longsword, rides a special steed, pulls rear guard against demons, and never casts a spell stronger than light. You are welcome to your own interpretation of course.

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1 year ago  ::  Mar 10, 2012 - 8:18PM #107
jonathan_sicari
Date Joined: Sep 1, 2008
Posts: 3,338

Mar 10, 2012 -- 7:16PM, bone_naga wrote:

Mar 10, 2012 -- 11:46AM, journeyman777 wrote:

You'll notice that of the people on the board who mention ever having done martial arts, served in a military, or otherwise actually do something resembling a  experience as a martial adventurer they all have something in common. They don't like E/D limits on martial abilities. They don't make sense, from the untrained barfighter on up to the blackbelt tournement fighter that isn't the way fighting actually works.



I'd prefer that you not speak for me, thank you very much.




+1

And I am all the things you referenced, Ex-military, martial artist, SCA Heavy Fighter, concert security and currently make my living in security.

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1 year ago  ::  Mar 10, 2012 - 8:25PM #108
journeyman777
Date Joined: Jun 16, 2005
Posts: 579
I'm curious how you find them remotely realistic, but consider this an apology for speaking for others. These mark the first times I've seen anyone actually cite RL experience and like them. I'm still waiting on said other people with RL experience to explain how it models life in any fashion at all related to what the mechanic theoretically represents.
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1 year ago  ::  Mar 10, 2012 - 8:27PM #109
bone_naga
Date Joined: Aug 30, 2007
Posts: 9,961

Mar 10, 2012 -- 7:47PM, journeyman777 wrote:

Mar 10, 2012 -- 7:14PM, Salla wrote:

Hit points are abstract, a general representation of one's ability to keep fighting.  At no point does the loss of HP mandate the character receive physical damage, save PERHAPS losing the last one, and even that is flexible (disarmed, surrendered, driven off).


Not really, <0 hp="" specifically="" renders="" you="" unconscious="" and="" dying="" i="" don="" t="" see="" any="" possible="" twist="" of="" logic="" that="" translates="" a="" lack="" motivation="" straight="" into="" passed="" out="" bleeding="" can="" give="" the="" quotes="" page="" numbers="" from="" multiple="multiple" editions="" including="" 4e="" if="" need="" them="" quote="" br="" class="mbQuoteSpacer">



Your post makes a really ugly quote.

Any condition can be reflavored. I believe the devs specifically mentioned reflavoring 0 HP as being disarmed. Another nice point of 4e is that unless the attacker wants him to be, the victim doesn't have to be dying, so you don't have to worry about things like justifying why the person you "disarmed" needs to make death saving throws.

Owner and Proprietor of the House of Trolls.
God of ownership and possession.
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1 year ago  ::  Mar 10, 2012 - 8:34PM #110
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,244

Mar 10, 2012 -- 1:50PM, ReaperTatt wrote:

Mar 10, 2012 -- 1:43PM, powerroleplayer wrote:

..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />But how special is that healing, really, when there are all sorts of ways for non-leaders to get encounter healing without spending a standard action?  Items, skill powers, attacks that heal when you hit (or even when you miss)...  I played a game where I did 300 points of damage to the fighter in a handful of rounds.  He received no healing from the leader.  He spent no standard actions to heal.  At the end of this period?  He was at full health.  How are you suppose to have a challenging encounter in under 4 hours if you have to kill everyone 4 times before they start actually taking damage?




Yes, I have seen this happen in games I DM and games I have played in. I can attest to the frustration that is felt with a system becoming so mechanical it supercedes roleplay.


Seems VERY corner-case to me at best.

Here's the thing, you CAN build a party with ridiculous amounts of healing if you want. The problem is healing is really a bit of a passive defense. It reduces the damage you take, but at the expense of not really DOING much because you're burning all sorts of your choices to make them into heals. You can stand there and take all kinds of punishment, but you don't really end up dishing out squat. Its a trade-off.

The interesting thing is there really is very much of a sweet-spot there with 4e. Too little healing and things get swingier because its hard for the PCs to access their surge pool during a fight. OTOH they can generally dish out a good bit more damage. For instance switching your leader for another striker will up damage output a good hunk overall. However it is harder to focus fire without the leader buffs/debuffs, and strikers are glass cannons. Likewise you can double up on controllers, in which case you're usually going to lay down a rather nasty amount of area damage in most cases and the extra control is nice, but again you're out of the sweet spot and things can get more swingy. An extra defender can do various things as each one is a bit different, but again swingier.

Really, the ideal is a pretty much where the game will usually be by default. You have a leader, which heals reasonably well, and maybe one or two other PCs might have a self-heal or maybe a side bit of leader like a paladin. That is pretty much ideal. If the party uses reasonable tactics they can keep a key guy standing through a rough spot MOST of the time, until things get too hot anyway. At the same time they'll have enough other options to dish out a good bit of damage. The result being you burn some surges but you also have flexibility WRT that or digging into daily resources a bit to push things faster.

You can of course deliberately build pathological parties, like you can build bad characters if you try. Given that the roles are spelled out though it isn't real easy to do, and a wide variety of setups will work. Most parties will work if the DM caters to that setup. 5 bow rangers for instance can be quite fun and works fine, they'll just have a rough time with some encounters.

That is not dead which may eternal lie
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