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1 year ago ::
May 21, 2012 - 7:52AM
#71
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Date Joined:
Apr 27, 2012
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I think a lot of people are making a mistake here. Right now all they have said is that hit dice can be used to recover between battles. They have NOT said you can do this in any way while in battle. Now they may allow that in the future but from the article you cannot conclude either way.
Another thing about this approach is that they have set it up so it is easily removable or changed. Healing surges in 4e are not so easily extracted. Some groups may permit hit dice to work in battle while others do not. Other groups may go even farther and not allow them at all. It all works more easily with this approach which is why I like it. I'm sure in my groups there will be no second winds or martial healing going on and if the game lets us play that way easily then great. I don't care if others use it a different way.
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1 year ago ::
May 21, 2012 - 7:52AM
#72
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Date Joined:
Mar 21, 2011
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After reading everyone's comments (as of this posting), I am willing to give this approach a fair shake. I was not a fan of healing surges; I saw them as hit point multipliers wherein a fighter with 20 hit points and 10 surges had some access to 200 hit points between extended rests.
I think this new approach's saving grace is the need for magical or divine healing when a character hits 0 hit points. Characters and players should fear being at death's door, and severe injuries should take days to heal under normal circumstances. Magical or divine healing reduces this fear and shortens recovery times, but such healing is a (hopefully) limited resource, so character death or healing-mandated delays are very real threats.
As for rolling for every level's hit points, I think this approach compels players to seek less threatening ways forward during times of danger. Weapons and damage outputs become mere assets in a list that includes diplomatic options, stealth, disguises, diversions, flanking maneuvers, and magical assistance (such as ghost sound, invisiblity, charm person, or other convincing illusions). Fighting is inherently dangerous; if the players choose to fight, they should be aware of their odds for survival, and if they are outnumbered, they should expect to lay low for a while as they recover their strength for the next leg of the journey. In other words, player characters are once again adventurers rather than ready-made heroes, and I whole-heartedly approve of this.
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1 year ago ::
May 21, 2012 - 7:55AM
#73
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Date Joined:
Feb 12, 2009
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I'm not losing. In fact to me this system seems like pure win. It allows so much flexability that everyone can make it into the system they want.
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1 year ago ::
May 21, 2012 - 8:19AM
#74
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Date Joined:
Apr 27, 2012
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I'm worried about hit point explosion too because this makes the game too easy for the PCs. But I am at least guardedly optimistic that this system could make both sides happy. I have hope anyway.
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1 year ago ::
May 21, 2012 - 8:30AM
#75
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- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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This new version of "Hit Dice" is just randomized Healing Surges. You have a limited number of Healing Surges Hit Dice per day and you can spend them to regain hitpoints. But if you rest overnight regain all your Healing Surges Hit Dice.
I have a feeling, hit dice still mean hit dice. You get a new hit die with a new level. That hit die increaes your hit points. It is also used to describe monster hit dice. And you can spend those hit dice to replenish hp during short rests
So unlike saving throws, which chose to use the term to mean something completely different from prior editions, "hit dice" will still mean what traditional hit dice did, and they serve as a self-healing mechanic.
The 1st-level fighter with 10 hitpoints fights a giant spider and is reduced to -1 hitpoint at the end of the fight but his allies stabilize him and he rests, rolling a Hit Dice/Healing Surge.
This contradicts what the article says:
"If the spider drops the fighter, it lands a deadly attack.... At this point, there's a chance that the fighter will have a lasting scar, and he or she needs magic to get back into the fight in the short term"
So, it sounds like healing back from unconsciousness needs magic, or a long rest. I think this does address the problems many had with healing surges.
In past editions, spell effects only targeted creatures with a certain number of Hit Dice. You needed X number of HD to resist a sleep spell or avoid the full effects of colour spray. Returning to tie them to HD might be fun, making them still effective at high levels but only against injured creatures.
Agreed, and this may have been what Rob Schwalb was implying when he talked of hp threshholds for save-or-suck effects. So, if traditional sleep only effected 4 HD of creatures, Next Sleep might effect 20 hp of creatures (which is about the average for 4 HD). Cloudkill traditionally killed all creatures under 5th level? Next Cloudkill kills anybody under 25 hp.
Also interesting would be if the rules allowed PCs (or anybody with self-healing) to immediately use a HD of healing to boost their hp above a threshhold.
So let's say your fighter is knocked down to 20 hp and the NPC wizard casts cloudkill on you. It hits your defense -- or you fail a save -- and would normally die at this point. But wait! You instead spend a HD of self-healing, roll a 6 on your d10. Instead of regaining hp, you are instead treated momentarily as if you had 26 hp, and the spell does not kill you.
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1 year ago ::
May 21, 2012 - 8:39AM
#76
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After reading everybody’s comments, I’m starting to wonder if it was a good idea to introduce these hit point thresholds. In doing so, they accidently separated hit points into two categories: “wound points” and “fatigue points”. “Wound points” are real injuries that heal slowly without magical healing and “fatigue points” are bruises and light cuts that a bandage, a little rest or a motivational speech can heal. In this scenario, hit die represent how well your body can recover from physically strenuous situations. You don’t recover all your “fatigue points” every day for the same reason it takes more than a day to recover from a marathon. This could be a very interesting system but it’s probably too new to be part of D&D. We probably will have to wait until 6th edition :p.
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1 year ago ::
May 21, 2012 - 8:43AM
#77
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Date Joined:
Feb 12, 2009
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I'm not losing. In fact to me this system seems like pure win. It allows so much flexability that everyone can make it into the system they want.
quite the contrary, you simply lose all credibility. you moan about 4e 24/7 and then call its mechanics "pure win" the second they call it something else. so yes, you have lost, maybe more than anybody
Actually I only moan about certain parts of 4e and even then not much, mainly because I like the system. I represent the rules people failed to read or properly comprehend, but for the most part I think 4e is a fairly solid system. I in fact have a few games of 4e going. There are some massive improvements to the system in 4e, take a look at charging and grapple in older editions, 4e made vast improvements to some things. However there are some flaws. For the most part I am just taking the concerns of my 1st-3rd ed playing friends, that refuse 4e in it's entirety, and because of 4e (they directly note it as their reason) new editions almost entirely, and voicing them. I take their concerns and voice them because if they think this way others must as well. Often I find support for what I am saying, and so I say it.
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1 year ago ::
May 21, 2012 - 8:44AM
#78
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The 1st-level fighter with 10 hitpoints fights a giant spider and is reduced to -1 hitpoint at the end of the fight but his allies stabilize him and he rests, rolling a Hit Dice/Healing Surge.
This contradicts what the article says:
"If the spider drops the fighter, it lands a deadly attack.... At this point, there's a chance that the fighter will have a lasting scar, and he or she needs magic to get back into the fight in the short term"
So, it sounds like healing back from unconsciousness needs magic, or a long rest. I think this does address the problems many had with healing surges.
I stand corrected.
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1 year ago ::
May 21, 2012 - 8:51AM
#79
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Date Joined:
Jan 20, 2012
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While I'm not crazy about the reuse of the term Hit Die to replace what's essentially a 5E Healing Surge, I have to admit that I like the base concept. My concerns: a) I hope they don't also make your hitpoints come back to full during an extended rest. Without that, a character who has to spend a lot of hit dice throughout a day won't always be at full hit points the next morning. Which is great!  b) I have concerns on how this will work along with healing magic. I don't want to see healers using abilities that allow other characters to spend their resources - healing should expend the healer's resources. This is one of the things I really disliked about the healing mechanics of 4E. On the flip side, how does the hit dice mechanic work along with magical healing if they're both seperate pools of healing? Does a group with a cleric get to face more encounters during the day? Does having a cleric suddenly trivialize encounters? How are published adventures going to balance encounter design - can't assume the group has healing magic, but a group with healing magic will then blow through the encounters easily?
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1 year ago ::
May 21, 2012 - 9:00AM
#80
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4e Healing Surges worked great for us, this seems like a spin off, but one that's less reliable. I'm sure it works for some groups (like everyone that played D&D before 4e), but I have to say I'm not a fan. My initial reaction is "level 1 = 1HD, so after your first fight of the day, use your HD to heal aaannnd... long rest to recover your HD/surge." At least as first level in 4e you could go 3-4 fights before you ran out of surges...
I can pretty much guarentee if that's the case, we'll be implementing the minimum-value houserule we used in 2e and 3e (the minimum you can get is half the dice value, round up to that number if you roll lower).
I'm sure there's other mechanics that go with what was presented in the article, so I won't write it off quite yet. Lets just say I'm hoping there's something to keep you going longer than one random surge. I'm sure all will be answered ont he 24th!
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