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5 years ago ::
May 23, 2008 - 6:03AM
#1
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Date Joined:
Oct 27, 2007
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I think it's a bad idea to take ability damage out of the game. True, it did have a cost in terms of the need to recalculate. But I think what ability damage added to the game in exchange was well worth it. Here's why I like ability damage: - It makes poison interesting because there are different types that hurt you in different ways.
- It gives me different ways to hurt the PCs- not just hit points!
- It gives the PCs different ways to attack their foes- not just hit points!
- It makes (made) shadows and stirges extra scary.
- It opens up a lot of design space for attacks and powers.
- (Except for Con) It's nonlethal damage that doesn't have that "nerf" feel.
- It's not permanent like level drain.
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5 years ago ::
May 23, 2008 - 8:45AM
#2
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Date Joined:
Jul 30, 2002
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I completely agree.
Considering that every instance of poison that I had seen before D&D simply made your health bar/bottle go green and slowly drain away - I thought it was quite a novel idea that poison struck directly at your constitution and could kill you, regardless of how many HP you had.
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5 years ago ::
May 23, 2008 - 8:49AM
#3
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Ability damage other than Con wasn't bad in itself. The problem was, in my opinion, the large number of monsters that had a "If I get you to 0 strength, you die instantly and become undead" clauses in their attacks. Shadows were the big culprit here. They just felt like a "gotcha" monster, since they ignored your HPs and suddenly your STR score was all that kept you alive.
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5 years ago ::
May 23, 2008 - 9:29AM
#4
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Date Joined:
Jun 15, 2006
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All of those things are included in 4th edition even without ability drain.
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5 years ago ::
May 23, 2008 - 9:41AM
#5
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Date Joined:
Feb 19, 2006
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Cascading math attacks are symptomatic of bad game design. Good Riddance.
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5 years ago ::
May 23, 2008 - 10:14AM
#6
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Date Joined:
Mar 22, 2005
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the main reason i believe they took out ability damage is for bookkeeping reasons.
let's say you're using a monster that has an attack that deals strength damage and you happen to hit the Fighter type. this makes him recalculate:
-grapple mod -melee attack mod -melee damage mod -can he still use his str requiring feats? -his major skills
spellcasters getting hit to their main stat get nerfed also -possibility of loss of spell level if your stat drops too low -loss of bonus spell slots -save DCs for spells go down -generally their major skills are hit
unless you have access to someone who can heal ability damage (which no party should be without), it recovers slowly at 1/day, or 2 with rest if memory serves.
so you have to recalculate the next day. and the next.
that and all that recalculating generally jams the breaks on the game as the player re-calculates all the values affected.
i'm guessing but more then likely poisons and such in 4th will have a very specific but long lasting effect:
-blinding -slowed speed -negatives to ranged/melee attack rolls -negatives to physical/magical damage -cannot access some features (healing surges, action points, ect...) -ect...
generally less bookkeeping as only one thing is affected and not a blanket of your charsheet.
3rd ed SRD, character sheets, errata & free modules4th ed test drive - modules, starter rules, premade characters and character builder & character sheet, errata Free maps and portraits, dice, printable graph paper, campaign managing website, image manipulation program + token maker & zone markers"All right, I've been thinking. When life gives you lemons, don't make lemonade. Make life take the lemons back. GET MAD! I DON'T WANT YOUR **** LEMONS! WHAT AM I SUPPOSED TO DO WITH THESE?! DEMAND TO SEE LIFE'S MANAGER! Make life RUE the day it thought it could give CAVE JOHNSON LEMONS! DO YOU KNOW WHO I AM?! I'M THE MAN WHO'S GONNA BURN YOUR HOUSE DOWN! WITH THE LEMONS! I'm gonna get my engineers to invent a combustible lemon that's gonna BURN YOUR HOUSE DOWN!" -Cave Johnson, Portal 2
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5 years ago ::
May 23, 2008 - 10:20AM
#7
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Date Joined:
Oct 13, 2007
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I think the function of ability damage is to make a character less effective. I think there's a place for that. It can increase dramatic tension by making a player wonder if his character will be effective at upholding his role on the team.
Applying the "damage" to ability scores, however, is a little cumbersome, since it requires recalculation of secondary attributes. I think condition tracks and the like are the new version of ability damage; they perform pretty much the same function.
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5 years ago ::
May 23, 2008 - 10:29AM
#8
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Date Joined:
Mar 22, 2008
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the main reason i believe they took out ability damage is for bookkeeping reasons.
let's say you're using a monster that has an attack that deals strength damage and you happen to hit the Fighter type. this makes him recalculate:
-grapple mod -melee attack mod -melee damage mod -can he still use his str requiring feats? -his major skills Yeah. It's a feat of gigantic mental strength to have to try and figure out what 12 - 2 is.
spellcasters getting hit to their main stat get nerfed also -possibility of loss of spell level if your stat drops too low -loss of bonus spell slots -save DCs for spells go down -generally their major skills are hit Again, this is basic math of the simplest kind.
unless you have access to someone who can heal ability damage (which no party should be without), it recovers slowly at 1/day, or 2 with rest if memory serves. Making it a 10 day ordeal IF you had a 20 in the stat AND got drained to 0. Neither of which were common occurrances. Usually you just got hit for 1-6 points max.
so you have to recalculate the next day. and the next. No, you don't. You only have to do the simple basic math IF you had to use the affected mechanic. Most mechanics weren't used during that period of time, so you really only had a very small amount of basic math to do, and it didn't slow the game down more than a few seconds. People who play this game tend to be smart enough to be able to add and subract small sums very quickly.
that and all that recalculating generally jams the breaks on the game as the player re-calculates all the values affected. Er, no.
i'm guessing but more then likely poisons and such in 4th will have a very specific but long lasting effect:
-blinding -slowed speed -negatives to ranged/melee attack rolls -negatives to physical/magical damage -cannot access some features (healing surges, action points, ect...) -ect... So they become even less effective than ever before. Joy.
Voice: Did you do it?
Assassin: Yes, I've been feeding the King 2 gallons of poison every day for a month, but he just slows down a bit. It's very strange.
Voice: Wasn't a single one ounce doze supposed to give him CON loss and kill him?
Assassin: Well, it used to, but now that 4ed is out, we can't kill anyone with it anymore. I was hoping that if I fed him gallons of the stuff, he might drown. ::shuffles his feet in embarrassment::
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5 years ago ::
May 23, 2008 - 10:32AM
#9
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I agree that the little bit of the math that was required was minimal and not a burden.
Perhaps people who really don't like to think too hard should sit in front of the TV with an old Atari and play pong.
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5 years ago ::
May 23, 2008 - 10:42AM
#10
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Yeah. It's a feat of gigantic mental strength to have to try and figure out what 12 - 2 is. You are correct, the recalculations are not mentally taxing. What they are is tedious, annoying, and not what I want to spend my time between actions doing. Especially if I am the DM. Every second I spend calculating monster stats is a second I have 5 people sitting around wondering why I can't keep the combat flowing smoothly.
Dropping a sledgehammer on my foot is easy. It is not how I prefer to spend my leisure time.
Voice: Did you do it?
Assassin: Yes, I've been feeding the King 2 gallons of poison every day for a month, but he just slows down a bit. It's very strange.
Voice: Wasn't a single one ounce doze supposed to give him CON loss and kill him?
Assassin: Well, it used to, but now that 4ed is out, we can't kill anyone with it anymore. I was hoping that if I fed him gallons of the stuff, he might drown. ::shuffles his feet in embarrassment:: Did you have a character actually try to kill someone by stealth with a poison in 3.5?
King: I feel a bit weak this morning. I wonder if one of my rivals slipped something in my wine last night. Summon my priest!
Cleric: *casts lesser restoration*
King: Ah, much better. Now where is that stack of death warrants I need to sign?
If you want to kill someone with poison in 3.5, it either has to do obscene amounts of con damage (3d6 to kill the average commoner) or cause death on a failed save.
If you want to kill someone with poison in 4E you need something like 5HP ongoing, no save with a delayed onset so they die in their sleep, or one that causes death on a failed save.
I'm not seeing a big change in lethality, just in mechanics.
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