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Switch to Forum Live View How do you want HP and healing to work?
1 year ago  ::  Mar 07, 2012 - 8:48AM #151
sleypy
Date Joined: Jun 1, 2011
Posts: 1,365
I would like to have the death save strikes mechanic expanded to use the similiar disease progression design from 4e for the "dying" condition.

I think simply having damage taken after you have the "dying" condition count as a failed save that pushes you along the dying progression. Here is an example, I made up some stuff just to have more then one stage.

Near Death


Your harrowing near death experience leaves you weakened and in need of rest.


Stage 0: The target recovers from the condition.
Stage 1: While affected by this stage, the target takes a -2 penalty to Fortitude.
Stage 2: While affected by this stage, the target takes a -2 penalty to Fortitude, and grants combat advantage.
Stage 3: The target dies.
Check: At the end of each round, the target makes an Endurance check if it is at stage 1 or 2.
Lower than Easy DC: The stage of the condition increases by one.
Easy DC: No Change
Moderate DC: The stage of the condition decreases by one.
Special: The Check occurs after each extended rest while target has 1 or more hit points. Any damage taken with 0 hit points counts as a failed endurance check.

Edit: I used the "Foul Rotting" disease as a base for the example.


Spoiler: Show


Foul Rotting


Grotesque lesions form on your skin as your flesh begins to loosen and your bones soften.


Stage 0: The target recovers from the disease.
Stage 1: While affected by this stage, the target takes a -2 penalty to Fortitude and loses a healing surge.
Stage 2: While affected by this stage, the target takes a -2 penalty to Fortitude, loses a healing surge, and grants combat advantage.
Stage 3: The target dies, collapsing into a pool of noxious slime.
Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.
Lower than Easy DC: The stage of the disease increases by one.
Easy DC: No Change
Moderate DC: The stage of the disease decreases by one.
Special: The level of the disease equals the target’s level.


 

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1 year ago  ::  Mar 07, 2012 - 10:43AM #152
Steely_Dan
Date Joined: Mar 26, 2007
Posts: 8,628
Anyway, back to healing and HP, how do people feel about the current number of HPs characters have in 4th Ed (would you like more, less, the same etc)?
Moderated by Orc_Bane on Mar 07, 2012 - 02:31PM
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1 year ago  ::  Mar 07, 2012 - 10:54AM #153
Kalnaur
Date Joined: Oct 19, 2008
Posts: 4,874

You do realize that your responses to this poster ring of immaturity, right?

I like the current HP in 4th ed.  I think the only reason for more would be so that they could include, for those that desire it, a random method of generating HP: earning 8 or d8 for Fighters, Paladins per level, 6 or d6 per level for Middle Road guys like Warlocks and Rangers, and 4 or d4 for Wizards and the like.  As far as Starting HP?  I prefer more front-loaded to less, so the idea of about 24-25 HP for a starting Wizard, and 35ish for a starting fighter seems about right to me.
Moderated by Orc_Bane on Mar 07, 2012 - 02:33PM
"I don't know the key to success, but the key to failure is trying to please everybody." --Bill Cosby (1937- )

Vanador: OK. You ripped a gateway to Hell, killed half the town, and raised the dead as feral zombies. We're going to kill you. But it can go two ways. We want you to run as fast as you possibly can toward the south of the town to draw the Zombies to you, and right before they catch you, I'll put an arrow through your head to end it instantly. If you don't agree to do this, we'll tie you this building and let the Zombies rip you apart slowly.
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Feb 3, 2011 -- 6:30AM, Dane_McArdy wrote:

You have to do the work first, and show you can do the work, before someone is going to pay you for it.


Apr 26, 2011 -- 10:42AM, Timmeh wrote:

If you can't understand how someone yelling at another person would make them fight harder and longer, then you need to look at the forums a bit closer.

quote author=56832398 post=519321747]Considering DnD is a game wouldn't all styles be gamist?

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1 year ago  ::  Mar 07, 2012 - 11:04AM #154
Steely_Dan
Date Joined: Mar 26, 2007
Posts: 8,628

Mar 7, 2012 -- 10:54AM, Kalnaur wrote:


1) You do realize that your responses to this poster ring of immaturity, right?

2) I think the only reason for more would be so that they could include, for those that desire it, a random method of generating HP: earning 8 or d8 for Fighters, Paladins per level, 6 or d6 per level for Middle Road guys like Warlocks and Rangers, and 4 or d4 for Wizards and the like.






2) Yeah, the HP per level in 4th are close to the taking average HP of previous edtions.


Sorry, folks, in a foul mood today (moving is always stressful).

Moderated by Orc_Bane on Mar 07, 2012 - 02:33PM
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1 year ago  ::  Mar 07, 2012 - 11:11AM #155
Kalnaur
Date Joined: Oct 19, 2008
Posts: 4,874

Mar 7, 2012 -- 11:04AM, Steely_Dan wrote:

Mar 7, 2012 -- 10:54AM, Kalnaur wrote:


1) You do realize that your responses to this poster ring of immaturity, right?

2) I think the only reason for more would be so that they could include, for those that desire it, a random method of generating HP: earning 8 or d8 for Fighters, Paladins per level, 6 or d6 per level for Middle Road guys like Warlocks and Rangers, and 4 or d4 for Wizards and the like.





2) Yeah, the HP per level in 4th are close to the taking average HP of previous edtions.


Sorry, folks, in a foul mood today (moving is always stressful).




I think we would apreciate that you attempt not to take your foul mood out on other people.

Moderated by Orc_Bane on Mar 07, 2012 - 02:33PM
"I don't know the key to success, but the key to failure is trying to please everybody." --Bill Cosby (1937- )

Vanador: OK. You ripped a gateway to Hell, killed half the town, and raised the dead as feral zombies. We're going to kill you. But it can go two ways. We want you to run as fast as you possibly can toward the south of the town to draw the Zombies to you, and right before they catch you, I'll put an arrow through your head to end it instantly. If you don't agree to do this, we'll tie you this building and let the Zombies rip you apart slowly.
Dimitry: God I love being Neutral.
4th edition is dead, long live 4th edition.
Salla: opinionated, but commonly right.
fun quotes Show

Feb 3, 2011 -- 6:30AM, Dane_McArdy wrote:

You have to do the work first, and show you can do the work, before someone is going to pay you for it.


Apr 26, 2011 -- 10:42AM, Timmeh wrote:

If you can't understand how someone yelling at another person would make them fight harder and longer, then you need to look at the forums a bit closer.

quote author=56832398 post=519321747]Considering DnD is a game wouldn't all styles be gamist?

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1 year ago  ::  Mar 07, 2012 - 11:14AM #156
Steely_Dan
Date Joined: Mar 26, 2007
Posts: 8,628

Mar 7, 2012 -- 11:11AM, Kalnaur wrote:


I think we would apreciate that you attempt not to take your foul mood out on other people.




Just not tolerating the usual, and don't take it/these boards too personally/seriously, not good for you.

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1 year ago  ::  Mar 07, 2012 - 12:13PM #157
Leichenreiter
Date Joined: Dec 3, 2007
Posts: 5,851
I like the current amount of hit points. Feels like you're playing someone who doesn't fear the housecats, rats and stiff winds in the world.
Moderated by Orc_Bane on Mar 07, 2012 - 02:43PM
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1 year ago  ::  Mar 07, 2012 - 2:09PM #158
arderkrag
Date Joined: Jul 18, 2007
Posts: 3,875

Mar 7, 2012 -- 10:43AM, Steely_Dan wrote:


Anyway, back to healing and HP, how do people feel about the current number of HPs characters have in 4th Ed (would you like more, less, the same etc)? 



Too many at level 1. and con doesn't matter enough. 10 at creation, plus 1-3 per level (dependent upon class, includes level 1) plus con bonus would have been a much nicer progression. 

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1 year ago  ::  Mar 07, 2012 - 4:22PM #159
powerroleplayer
Date Joined: Sep 25, 2009
Posts: 804

Feb 28, 2012 -- 12:08PM, journeyman777 wrote:

Tactical Misteps? He rushed straight into the middle of the enemy group on the initiative immediately after the wizard softened them up. This locked them in place quite effectively. Not having played a defender, I'm assuming that is at least the standard tactic.

Focus fire usually kicked in around round 2-3 when the enemies realized that our defenses were similar and are offenses rather less so.

Since 3/5 characters stayed out of melee range and the fighter was a bigger threat than I was...

All armor and other defensive items were the best our level allowed (including feats to access better armor). I take no responsibility for his preference for two-handed weapons. I generally used a glaive myself, so it wasn't like my AC was actually hgiher than his or anything. 

I have no idea what book Comrade's Succor is in. Our wizard was the only ritual caster and he pretty much stuck to the floating disc to carry his share of the loot. I don't think he ever bothered to get any rituals beyond his first few and I'm quite sure that he didn't have religion, nature, or heal for skills.

By one opinion, we seem to have spent too much on defense.

I don't tell the DM to run monsters as anything less than intelligent. If their tactics make sense for them, then it would strain suspension of disbelief for them to start suiciding via mark when they have no compelling reason to target me instead. Besides, he was an experienced 4e DM and most of our group was new to D&D period. We kind of had to assume that he was doing it right.


Another thing nobody seems to be pointing out in response to Journeyman's rather unique (in my experience) problem is that a party with 3/5 characters pure ranged should be encountering a lot more artillery.  Space out your artillery and the fighter can't lock down more than one at a time, so there's no reason for them to target the fighter as opposed to the much lower AC warlock or the much lower HP wizard.

Also, he seems to completely misunderstand intelligent tactics.  The fighter should not be capable of locking down more than 2 or 3 guys at a time.  If he can, then the monsters are in fact playing stupid and bunching up close enough that he can mark them all, rather than spreading out from round 1 and chasing down the ranged characters.  Even if they are all stuck in melee with the fighter, just because he does more damage doesn't mean it isn't worthwhile knocking down the leader so you only have to kill the fighter once.  Focusing fire on the leader is one of the smartest things to do, even though they are the only characters who aren't closet strikers.

I would also argue that a defender's job is not to lock down every monster on every turn and appropriate 100% of the damage.  His job is to know his limits, and take what he can take.  No more, no less.  Would you really prefer a game where the fighter can't bite off more than he can chew?  More particularly, would you prefer a game where a fighter optimized for offense instead of defense can't bite off more than he can chew?  

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1 year ago  ::  Mar 08, 2012 - 11:07AM #160
journeyman777
Date Joined: Jun 16, 2005
Posts: 579
A few points here:

1.  Many monsters are, in fact, stupid. When creatures with Int<10 and no decent range attack have a choice of a) attacking the people that they can reach, or b) spending their round getting shot at and then charged by those same melee types... Makes sense to me. YMMV No idea why we saw relatively few artillery monsters. Might have had something to do with how fast they died. Also, Warlords have a wonderful power that lets me force move all enemies within an area (and several others for moving allies.) We weren't easy to bypass.

2. As noted, the fighter and I had fairly identical defenses once mark was used. This meant that attacking me would draw a very powerful attack from him, whereas attacking him had no immediate downside. I can't really fault creatures for assuming that 3-1 odds would let them drop him even after they realized that I could heal. Particularly given that I can heal myself just as easily as healing him.

3. No meta-gaming allowed. If the monster lacks the skill to recognize a class, he doesn't recognize the class until he actually sees what it does. Not many monsters can just look at a guy in armor and say "That's no fighter, that a Warlord!" until it's too late. 

4. a)I've been corrected on the notion that a defender can hold 100% aggro safely (under 4e at least).
b) I prefer a game where basing your roleplay concept around being the best at x (where x is what the class theoretically does best) is not setting yourself up for failure. A Defender should theoretically be able to defend everyone. A healer should theoretically be able to heal anyone. Their success at this should depend primarily on their own choices (character build/equipment/tactics), not those of another player. 4e is not set up to do this out of the box.
c) I lack the full range of books or experience to say conclusively whether 4e is capable of this at all. 
d) My experience was apparently less typical than I assumed. Given the design objectives of 4e I did not expect system mastery to be a prerequisite to playing a simple class "properly". 
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