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1 year ago ::
Feb 06, 2012 - 2:56AM
#51
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Date Joined:
Jan 15, 2009
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Hey conan what you carrying on your back, ummmmm thats my cleric monkey. Wow whats wrong with your wizard buddy, ummm amnesia.
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1 year ago ::
Feb 06, 2012 - 3:27AM
#52
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Date Joined:
Apr 10, 2009
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If that was addressed at me, I'd like you to invite you to re-read my posts and what I am suggesting because it explicitly is not what is already in 4E. What I am suggesting is significant changes to how they work - changes which are very much unlike how 4E works.
I've read your post. A few times, actually. A couple pieces of it aren't in 4e now, but on the whole, your "proposed 5e" block looks more to me like 4e than your 4e block.
What part of:
Clerical divine magic can heal characters, remotely, even when unconscious. Warlords and Bards can inspire them and keep them going as long as they are conscious - but are less effective (not necessarily ineffective) on unconscious allies; Necromantic magic keeps them going through temporary hit points, maybe allows a form of 'animation' while unconscious, etc. ...warlords have more heals per encounter than the cleric (because takes fewer personal resources to yell at your allies then it does to channel divine energy) but the cleric can help the characters in times and in ways that the warlord cannot
sounds like 4E to you? Warlords and bards being unable to heal unconscious characters? Some unspecified necromantic healer being limited to using temp hit points and perhaps a limited ability to grant temporary consciousness to an unconscious player (I admit I haven't given this one much thought yet. I included it as an interesting idea from someone else's post).
I am not saying that the classes are identical. If you read my posts as implying that, then I clearly must work on my clarity of experssion. When designing classes, they clearly try to come up with ways to make each class different from the other classes within the same role (and similar to the other classes within the same power source). However, that said, I do think that they intentionally restrict the scope of those differences in the name of balance. The differences that are there are often either cosmetic (you have a different primary stat but the powers themselves nearly interchangeable within a role) or are related to some form of non-role function (e.g. channel divinity).
In what I propose, I am closer to apostasy then I am to simply suggesting a reworking of 4E. I'd like to see significant changes to what classes can do based upon their "power source". In this thread, this means embracing the fluff and saying that classes whose healing is described as "inspiration" (Bard/ Warlord) can only inspire those who can hear or see them (i.e. not the unconscious). In other cases, I'd like to see a return of some form of Arcane spell failure - as well as a return of the idea of being able to interrupt spells. I'd like to see Divine characters risk the loss of their spells if they act in ways that are contrary to the wishes of their Deity. Give me time - I'll come up with some similar primal limitations as well....
And yes, I'm sure every one of those has someone on these forums anxious to label them BADWRONGFUN. I disagree, but that is why we are here.
My point is: 4E starts with an assumption, and that assumption is that, while fluff is interesting, balance is more important. If there is ever a conflict between the two, balance wins out and fluff is de-emphasized and unsupported by the mechanics.
And I think there are few better examples of this then the Warlord heal - which is allegedly non-magical and which reads:
You call out to a wounded ally and offer inspiring words of courage and determination that invigorates your comrade. and yet is as effective as the cleric's heal (a presumeably magical effect) at healing the unconscious. I'd rather see the fluff mechanics be embraced first - and then attempts to balance them applied in ways that try to retain those mechanics. Perhaps the Warlord's inability to heal the unconscious is balanced by their being able to heal four times an encounter instead of only two. This might then force the difficult choice - do you want the class with the most healing (least likely to fall unconscious), or do you want the class that can more easily bring you up if you do fall? And yes, it is much harder to balance the game with fluff mechanics as a starting point. But I also think that the effort is worthwhile because I do think you end up with a richer game for the effort. But that is getting off target for this thread. Carl
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1 year ago ::
Feb 06, 2012 - 4:29AM
#53
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Date Joined:
Apr 23, 2009
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I think that healing surges are sufficient hated by a large enough percentage of the player base that at minimum they should be a module. I wouldn't mind if the DMG offered various ways of handling healing. I think though for me surges are a deal breaker. If it is embedded in the core then I'm just not sure my house ruled 3e or Pathfinder won't suffice.
I agree with the person that said potions are iconic D&D. I also agree they are not iconic in much of generic fantasy. I think magic items in D&D are pretty much different from generic fantasy in general. I like D&D.
I am intrigued by the concept of taking good ideas from all the editions. I'm just not sure healing and hit point management is one of those things that can be modularized. Let's hope.
Also just to chime in on the arguments about the healing classes. I'm not against a class with "magic" doing healing even if it's not the cleric. I guess my issue is mostly martial healing. I don't disagree with your characterization of hit points as not completely physical but i do have a problem with a word of encouragement doing that much. Why not the sound of a battle horn as a distant allied army rides over the hill? Does everyone in the party immediately take a surge because of this uplifting event? What if my kidnapped wife cries out to me? Do I get a surge because I am suddenly motivated to save her? I know it's a game but....
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1 year ago ::
Feb 06, 2012 - 4:31AM
#54
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Date Joined:
May 17, 2009
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What if my kidnapped wife cries out to me? Do I get a surge because I am suddenly motivated to save her? I know it's a game but....
I'd probably consider it if that came up, in-game.
Seriously, though, you should check out the PbP Haven. You might also like Real Adventures, IF you're cool. | Knights of W.T.F.- Silver Spur Winner | | 4enclave, a place where 4e fans can talk 4e in peace.
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1 year ago ::
Feb 06, 2012 - 4:49AM
#55
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Yes healers should heal. All this with healing surges is silly if no one in the party wants to play a healer then hire one. We had things called hirelings back in my day. More times then not we made who ever bought him plays him via move him around giving order while the dm roleplayed the hirelings making moral checks the whole time.
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1 year ago ::
Feb 06, 2012 - 5:40AM
#56
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What part of:
Clerical divine magic can heal characters, remotely, even when unconscious. Warlords and Bards can inspire them and keep them going as long as they are conscious - but are less effective (not necessarily ineffective) on unconscious allies; Necromantic magic keeps them going through temporary hit points, maybe allows a form of 'animation' while unconscious, etc. ...warlords have more heals per encounter than the cleric (because takes fewer personal resources to yell at your allies then it does to channel divine energy) but the cleric can help the characters in times and in ways that the warlord cannot
sounds like 4E to you? Warlords and bards being unable to heal unconscious characters? Some unspecified necromantic healer being limited to using temp hit points and perhaps a limited ability to grant temporary consciousness to an unconscious player (I admit I haven't given this one much thought yet. I included it as an interesting idea from someone else's post).
Just to point out, in 4E...
- Divine magic heals characters, remotely, even while unconscious. Very powerfully I might add.
- Martial and Bardic healing is often rudimentary relative to Divine healing, although they make up for it by being amazingly powerful in terms of granting buffs, attacks and other means of representing "inspiration".
- Necromantic healing is present in 4E as you described, in the form of the Artificer's Resistive Admixture. Also, the Artificer utilizes some pretty nifty surgeless healing, but is mostly into the tempHP and buffing/debuffing/summoning thing.
- Warlords in particular do have quite an array of healing powers with him, although still not as many as the Cleric's (who is still the best healer in the game)
- Warlords grant actions and openings. Clerics grant powerful healing, buffs and saving throws.
My point is: 4E starts with an assumption, and that assumption is that, while fluff is interesting, balance is more important. If there is ever a conflict between the two, balance wins out and fluff is de-emphasized and unsupported by the mechanics.
Because instead of mechanics supporting the fluff, it should be story that supports the fluff. Story + fluff > mechanics, 'nuff said. Otherwise, we wouldn't be having houserules et al all the way to 4E, right?
And I think there are few better examples of this then the Warlord heal - which is allegedly non-magical and which reads:
You call out to a wounded ally and offer inspiring words of courage and determination that invigorates your comrade.
and yet is as effective as the cleric's heal (a presumeably magical effect) at healing the unconscious.
Two things:
1. From the PHB alone, there is an entry that explicitly states that DMs can restrict players from using their powers when particular scenarios come out, like wizards being unable to cast spells while bound (and maybe gagged). This means that what you're asking is tantamount to DM Empowerment(c) to say "No", which is still present in 4E, albeit heavily de-emphasized as part of the rules (as it should be, IMHO).
2. Unconscious is explicitly stated as "the creature is unaware of its surroundings", so if it's logical for you that the target does not benefit from the Warlord's healing because the target is unconscious, then there's a rules-related reason for you to say "no".
HOWEVER, for it to be a baseline assumption is a big no-no, because fluff is mutable and can vary between players and tables.
For me, 0 HP doesn't necessarily mean lying in a pool of blood, it could be simply the PC in so much pain, exhaustion or suffering that he normally can't respond (is dying and unconscious)... up until the moment that the Warlord shouts "C'mon you whelp! Stand up! Don't you dare die on me, soldier!" and because the Warlord is very feared by the "dying" PC that he immediately snaps back to reality, invigorated and ready to fight again... even if he normally shouldn't be able to notice the Warlord's presence.
Because there is at least one entry in the rules that state that TPK does not necessarily mean the end of the characters' lives, that TPK could have the PCs waking up hours/days later in prison cells.
[ Technically, TPK should not always mean "total party kill". It should also mean "total party knockout". ]
I'd rather see the fluff mechanics be embraced first - and then attempts to balance them applied in ways that try to retain those mechanics. Perhaps the Warlord's inability to heal the unconscious is balanced by their being able to heal four times an encounter instead of only two. This might then force the difficult choice - do you want the class with the most healing (least likely to fall unconscious), or do you want the class that can more easily bring you up if you do fall?
And yes, it is much harder to balance the game with fluff mechanics as a starting point. But I also think that the effort is worthwhile because I do think you end up with a richer game for the effort.
But that is getting off target for this thread.
Carl
Except just like a +2 to CON does not equate to -2 to Charisma, a 4/encounter heal that doesn't work against dying allies does not equate to a 2/encounter heal that lets you recover from unconscious. If the unconscious condition does not pop up, the 2/encounter heal would never have its time to shine, whereas if the unconscious condition always pops up and the player flat out refuses to play Cleric because "it's not his character concept", then the party is basically screwed... all because the player wants to roleplay his character without having to refluff.
Honestly, it sounds less like "roleplaying" and more "gaming the RPG" if you ask me, since instead of equal opportunity mechanically + leave it up to the players to fluff it up, you have default fluff dictating the mechanics. Because seriously, how can you refluff a system that's dependent on fluff, when even the tiniest details of the fluff is what dictates the mechanics?
I believe that a certain DMG entry in a previous edition effectively prevented you from refluffing a Fireball into a Illusory Dragon Blast because of the implications of that very alteration of that fluff. Likewise, Magic Missile could never shoot anything BUT silver bolts of magic, because the slightest tweaking fluff-wise would alter the effects mechanics-wise. In fact, you needed a feat to refluff pre-4E, and that was with spells exclusively.
Back to the topic at hand, if I were to choose between a healing mechanic that * could be used by anyone, including yourself * allowed leaders in general (including Clerics) to be more than "just a healer" (unless they choose to be just support characters, although nothing is stopping players from using Aid Another all the time 
and a healing system that * is explicitly limited to a few classes * has situational (and arbitrary) limitations * forces the party into the 5-minute (or at most 15-minute) workday
I'd choose the former (healing surges) rather than the latter (Divine-restricted Vancian system magical healing, especially pre-3E when you had to stock up on Cure spells, making you the fighter that heals...)
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1 year ago ::
Feb 06, 2012 - 6:00AM
#57
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Date Joined:
Jun 14, 2006
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One thing I think they should do no matter what system they use is give a whole page in the player's handbook to hit points, what they are and what they are not, give examples and explain that if you have 100 hit points and have been shot with a dozen arrows you do not have a dozen wounds and don't look like a pin cushin.
I remember a cartoon in old Dragon Magazine that made fun of hit points and had a bound up ogre looking just like that.
The last blow that takes you past zero is the telling one, all the other "hits" never actually hit you hard they are glaning blows ect... even the backstabs, sneak attacks, and critical hits none of that really matters till the killing strike.
Am I the only one who hates the wands of cure light wounds system of healing of 3.5, I much prefer healing surges and inspiring words than my group of heroes running around with heal sticks by the bundle. In 3E after a certain level you never went into an encounter with less than max hit points. In 2E and earlier you hardly ever went anywhere with less than max hit points but you had to wait weeks before going adventuring, or the cleric wasted every last spell patching the party up and ended up playing a crappy fighter.
Some alteration of the 4E system is best, since the 4E system feels the most like novels and movies.
So YES please let the cleric heal, but also the druid, the bard, the warlord, the psion, the necromancer, and anyone with the heal skill.
Healing should not be a major concern, limit it during combat to keep tension high but out of combat it should almost be hand waved let the heroes of the story push on.
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1 year ago ::
Feb 06, 2012 - 6:36AM
#58
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Date Joined:
Jan 15, 2009
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I am intrigued by the concept of taking good ideas from all the editions. I'm just not sure healing and hit point management is one of those things that can be modularized. Let's hope.
Wounds and Healing Surges Heroic Reserves can be modularized to provide the same core functionality.. ie make the tough guy have greater daily recovery and serve to limit rampant healing. Wounds allow the games presentation to create a distinction between injury and the fatigue/luck/energy elements. Clerics would also be some of the few capable of removing wounds in combat. Heroic reserves imply ability to use them in various other ways and while clerics still get the distinction of haveing effective Surgeless Healing, its not as distinct perceptually as removing wounds would be.
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1 year ago ::
Feb 06, 2012 - 8:22AM
#59
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I may be in the minority here (or perhaps I'm just an old guy), but in the next version of the game we all love can we go back to the idea that clerics heal folks?
Not just no, but hell no.
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1 year ago ::
Feb 06, 2012 - 8:28AM
#60
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While I don't disagree with the arguments for surges here at least from a logical standpoint, the fact still remains that healing surges destroy my immersion in the game. I think most of the people hating surges feel the same way. It just doesn't feel right. It's hard to get over it.
Its not the system's fault you can only thing in the most concrete manner possible. Each d8 damage a high level character takes, which would kill a lesser man, isnt a longsword through the face. HP have always been "not dead points", and abstract. D&D doesnt have specific wounds. You honestly might find more enjoyment in Rolemaster, which has the versimblargh you crave.
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