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Switch to Forum Live View Aspect of 4th that, no matter how hard I try, I can't suspend disbelief
4 years ago  ::  Jan 03, 2009 - 1:15AM #431
PaulWatson
Date Joined: Nov 26, 2008
Posts: 30

Fabius Maximus wrote:

What I wanted to point out was that (a) the D&D terminology uses terms like 'hit' and 'damage', which are pretty concrete and not really disputable in their meaning, and that (b) despite some claimants say, the definition of hp did change over time. In 3e, the definition is the closest fit to the D&D terminology.


I have to disagree.

3rd Edition (Revised) - Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one. For some characters, hit points may represent divine favor or inner power. When a paladin survives a fireball, you will be hard pressed to convince bystanders that she doesn’t have the favor of some higher power.(Page 145)

4th Edition (1st Printing) - Hit points measure your ability to stand up to punishment, turn deadly strikes into glancing blows, and stay on your feet throughout a battle. Hit points represent more than physical endurance. They represent your character’s skill, luck, and resolve—all the factors that combine to help you stay alive in a combat situation.(Page 293)

When I compare those quotes with AD&D 1st ed:
"As has been detailed, hit points are not actually a measure of physical damage, by and large, as far as characters (and some other creatures as well) are concerned.

...

"Damage scored to characters or certain monsters is actually not substantially physical -- a mere nick or scratch until the last handful of hit points are considered -- it is a matter of wearing away the endurance, the luck, the magical protections."

It sounds to me like 3e is the one that deviated, with 4e going back to the original definition.

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4 years ago  ::  Jan 03, 2009 - 3:15AM #432
PheonixIV
Date Joined: Sep 29, 2008
Posts: 4,389

Mondos123 wrote:

That's your prerogative to do that. If you want to make a fighter like that go ahead, just don't be surprised if the DM doesn't accept it.

It's like making a gnome with 60 strength than complaining about how that doesn't make sense.

If you feel it doesn't make sense, than just don't do it.

Also to use your analogy of a weak and sickly fighter, chances are he's going to have low strength and dexterity due to being sick.... and weak.... with cancer, and I can't imagine a weak person being able to move in heavy armor, let a lone
light armor.

So ya, I can't really see someone like that living for long. If your not roleplaying with the stats in mind as well, all I can say is tough luck really.

Not to mention that you can change how hitpoints are represented in the game. If you want to have every hit draw blood, than so be it.

You just shouldn't do something senseless than complain about how it's the rules fault later.


Uh, it's not the rules fault. That definition of how my HP works is explicitly defined as one of the ways HP works in 4e. HP can represent luck. It's right there in black and white in the PHB.


Another example of the "Old\Feeble Luck\Experience Based Fighter" would be Cohen and his horde from the Discworld series.

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4 years ago  ::  Jan 03, 2009 - 3:22AM #433
enlightened
Date Joined: Jul 23, 2006
Posts: 412
I understand that in D&D (every edition), HPs are abstract.

But I, personally, prefer to use them the way they are in Hackmaster and GURPS, in that, HP lose always necessarily means actual physical damage.

I know it's not the standard D&D way, but it feels better* to me that way.



* Please note that I did not claim that it's more logical. It's not.
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4 years ago  ::  Jan 03, 2009 - 4:43AM #434
Decivre
Date Joined: Apr 7, 2007
Posts: 6,177

enlightened wrote:

I understand that in D&D (every edition), HPs are abstract.

But I, personally, prefer to use them the way they are in Hackmaster and GURPS, in that, HP lose always necessarily means actual physical damage.

I know it's not the standard D&D way, but it feels better* to me that way.



* Please note that I did not claim that it's more logical. It's not.


Oh, I generally describe them as physical damage as well. Fortunately, my gaming group isn't the sort to scream at me when they come to the realization that I've described their characters as having lost an inhuman amount of blood.

What can we say, we don't take the game as seriously as some apparently do.

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4 years ago  ::  Jan 03, 2009 - 11:43AM #435
Fabius_Maximus
Date Joined: Sep 13, 2003
Posts: 913

PaulWatson wrote:

It sounds to me like 3e is the one that deviated, with 4e going back to the original definition.


I never said that it was otherwise. Most people just forget that many players learned to play under 3e, never knew another definition of hp, and now think the one 4e uses is silly.

I just think the new/old definition is too heady, too metyphysical to be applied to a game where you shouldn't have to think long about how the rules work in correlation with the game world. That's why I opted for a change in terminology, i.e. "fatigue points".


@crazysamaritan: No, I did not. I agreed with another poster that the term "hit point" is misleading and should be renamed to "fatigue point", along with an additional system for wounds. (The latter was my addition.)

Then I said that the definition of hp in 3e is different, and allows players to imagine that they get actually hit, instead of additional effects a 'hit' may entail.

FABRICATI DIEM, PVNC!
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4 years ago  ::  Jan 03, 2009 - 1:56PM #436
Decivre
Date Joined: Apr 7, 2007
Posts: 6,177

Fabius Maximus wrote:

I never said that it was otherwise. Most people just forget that many players learned to play under 3e, never knew another definition of hp, and now think the one 4e uses is silly.

I just think the new/old definition is too heady, too metyphysical to be applied to a game where you shouldn't have to think long about how the rules work in correlation with the game world. That's why I opted for a change in terminology, i.e. "fatigue points".


@crazysamaritan: No, I did not. I agreed with another poster that the term "hit point" is misleading and should be renamed to "fatigue point", along with an additional system for wounds. (The latter was my addition.)

Then I said that the definition of hp in 3e is different, and allows players to imagine that they get actually hit, instead of additional effects a 'hit' may entail.


If that's the case, there isn't really a problem. There's nothing stopping any individual party from treating hit points as actual damage. 4th Edition hit points are as realistic (or equally unrealistic) to all prior editions of D&D. Even counting healing surges, hit points haven't become more or less ludicrous. I still to this day am bothered by the fact that 3rd Edition could potentially allow a 10+ level barbarian to fall from a spelljammer at the very edge of the atmosphere, with no protection whatsoever, hit the ground at terminal velocity, and only take 20d6 (maximum 120 damage, average 70 damage) upon impact at absolute worst... which is enough for him need a few potions when he lands, but with his hit points at that level, not enough to likely scare him (unless he lands in the enemy rather than near). I find that far more ridiculous than any issue that healing surges might cause.

That said, D&D has always been the game driven by cure light wounds and magical potions. Other than second winds and short rests, this largely hasn't changed. Players don't have the ability to charge themselves up too often mid-combat without the same heal pots or healing spells we always used back in the day. The biggest function of healing surges is to restrict the number of heal potions and prayers you can have casted on you in any given day. Now if you lose too many hit points, it doesn't matter if the cleric still has more heal prayers... you still need to rest.

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4 years ago  ::  Jan 03, 2009 - 2:58PM #437
Reinforcements
Date Joined: Jan 10, 2005
Posts: 218

Decivre wrote:

That said, D&D has always been the game driven by cure light wounds and magical potions. Other than second winds and short rests, this largely hasn't changed. Players don't have the ability to charge themselves up too often mid-combat without the same heal pots or healing spells we always used back in the day. The biggest function of healing surges is to restrict the number of heal potions and prayers you can have casted on you in any given day. Now if you lose too many hit points, it doesn't matter if the cleric still has more heal prayers... you still need to rest.


Actually, one thing I really like about 4e hitpoints is that you can get them back in plenty of ways without magic, either by spending healing surges out of combat or through the powers of non-magical classes like the warlord. In 3e, there was almost no way to regain hp outside of long (though not long enough to represent actual realistic natural healing) rest, which even if it was TECHNICALLY internally consistent it suggested a world where adventurers were almost constantly being cut, torn, bit, stabbed, and bashed, often to the point of near death, but hey! we have magic so it's all good. I mean, it's fair enough to assume that healing magic IS, in fact, perfect - it instantly removes all wounds, pain, etc, doesn't have any side effects, never loses effectivity with repeat use... but even so, that's a screwy world. A very alien and different world, arguably even more so with all this abundant healing healing magic that must be perfect to remain consistent, and not in a good way.

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4 years ago  ::  Jan 03, 2009 - 10:13PM #438
Mondos123
Date Joined: Mar 16, 2007
Posts: 35

PheonixIV wrote:

Uh, it's not the rules fault. That definition of how my HP works is explicitly defined as one of the ways HP works in 4e. HP can represent luck. It's right there in black and white in the PHB.


Another example of the "Old\Feeble Luck\Experience Based Fighter" would be Cohen and his horde from the Discworld series.


I'm not complaining about the rules. I don't think there is anything wrong with the rules surrounding how to describe hp. I'm complaining about your complaining about the rules allowing you to have a character like that. Unless your not complaining about the rules? The "ffs" you put at the beginning of your post led me to believe that you thought having a fighter like that is/would be stupid. If you weren't actually complaining about the rules, then I'm sorry.

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4 years ago  ::  Jan 03, 2009 - 10:20PM #439
Decivre
Date Joined: Apr 7, 2007
Posts: 6,177

Mondos123 wrote:

I'm not complaining about the rules. I don't think there is anything wrong with the rules surrounding how to describe hp. I'm complaining about your complaining about the rules allowing you to have a character like that. Unless your not complaining about the rules? The "ffs" you put at the beginning of your post led me to believe that you thought having a fighter like that is/would be stupid. If you weren't actually complaining about the rules, then I'm sorry.


Actually, he was saying it's a good thing.

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4 years ago  ::  Jan 04, 2009 - 6:15AM #440
Fabius_Maximus
Date Joined: Sep 13, 2003
Posts: 913

Decivre wrote:

I still to this day am bothered by the fact that 3rd Edition could potentially allow a 10+ level barbarian to fall from a spelljammer at the very edge of the atmosphere, with no protection whatsoever, hit the ground at terminal velocity, and only take 20d6 (maximum 120 damage, average 70 damage) upon impact at absolute worst... which is enough for him need a few potions when he lands, but with his hit points at that level, not enough to likely scare him (unless he lands in the enemy rather than near). I find that far more ridiculous than any issue that healing surges might cause.


Sure, it is ridiculous. That's why in a case like that, the character should be dead. No roll needed. Every player that thumbs RAW if that happens should be hit over the head with something heavy.

FABRICATI DIEM, PVNC!
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