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Switch to Forum Live View Too much Coup de Grace encouragement
5 months ago  ::  Dec 26, 2012 - 12:45PM #11
Gr3yZer0
Date Joined: Dec 23, 2012
Posts: 11

Eh, the whole "stand up infinitely" issue with Cure Light Wounds is only an issue at low levels. By Mid level, standing up with 1hp is a literal death sentence since the "chunky salsa rule" kicks in at -(CON+LVL)HP. If you have a level 10 PC, who has (for reasons unknown) 20 CON, then they are 31 HP from death after a Cure Light Wounds. Seeing as most monsters around that level have minimum damage values in the mid 20s I'm not sure the issue is with "healing is too easy".

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5 months ago  ::  Dec 26, 2012 - 3:18PM #12
cassmi
Date Joined: May 12, 2012
Posts: 32
I'm sure that no DM worth his salt is out to kill the players per se. While the DM is telling a story, his mission is also to create a feeling of uncertainty and challenge. I completely lost interest in our 4e campaign where I'm a PC due to how impossible it was for my character to be seriously injured. Don't get me wrong, it has a good story but D&D for me isn't all about story. I'm an rp-heavy guy but if the combat seems off, why not play a completely different and combat-free game? I felt that 3rd edition had a dealier but still fair feel to it so I don't see why it had to be 'fixed' when in my mind it wasn't 'broke'. I think both the PCs and the enemies should be in a battle of attrition that goes along smoothly and relatively quickly (this was the feeling I always got from 3.5 games).
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5 months ago  ::  Dec 26, 2012 - 3:42PM #13
ShadeRaven
Date Joined: Jul 15, 2008
Posts: 1,417
Agreed (on the need for a sense of challenge and threat to life).  I don't agree that 4E didn't offer it, though, as I never had a problem bringing players to the edge (or even beyond).  It sometimes just took a long time to get them there because combat could take so long.

There's a difference, though, between posing a threat and playing to win - at least in my book as a DM.  For me, it's creating that cinematic drama, the excitement and terror that comes in a life-and-death scene.  I tried to feed into the theatric nature of combat in D&D, not into the tactical boardgame that lies beneath it.  Therefore, I am not one of those DMs who believe it's necessary to alpha-strike the Wizard and Cleric because they're the weak links and vital to party success.  Not my style.  And while I acknowledge that I would do more irreparable harm to the group by coup-de-gracing on character, I still believe there's plenty of drama and danger involved when you put two on the ground rather than finishing off just one.  In fact, I'd agrue that the group, as a whole, comes away with greater memories of challenge and heroism when they walk away from a battle where three of them were dying at one point compared to the battle where one died permanently.

As for TPKs... my personal opinion is that they should only occur for a very few reasons.  It either was a fitting conclusion to the campaign, a necessary reflection of action and plot, or seemingly fate insisting that this heroic tale was at an end.  If the group dies because I tactically outplayed them or out powered them, then that's failure on my part. As a DM, I am always capable of winning any combat.
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5 months ago  ::  Dec 29, 2012 - 2:29AM #14
Dwarfslayer
Date Joined: Oct 25, 2010
Posts: 2,047

Dec 26, 2012 -- 12:45PM, Gr3yZer0 wrote:


Eh, the whole "stand up infinitely" issue with Cure Light Wounds is only an issue at low levels. By Mid level, standing up with 1hp is a literal death sentence since the "chunky salsa rule" kicks in at -(CON+LVL)HP. If you have a level 10 PC, who has (for reasons unknown) 20 CON, then they are 31 HP from death after a Cure Light Wounds. Seeing as most monsters around that level have minimum damage values in the mid 20s I'm not sure the issue is with "healing is too easy".




That's not good either.

The point is that you don't want PCs getting flat out killed most of the time, where it's okay to have PCs just get KOed and knocked out of that battle.

The healing rules unfortunately make it too easy to return a PC to combat, and require that monsters flat out kill a PC to make him a noncombatant.

I'd like to see it changed where a PC that gets KOed is knocked out of the combat, or at the very least is very difficult to return to combat (something like Saerlorn's 2 actions to return to the fight isn't bad).

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5 months ago  ::  Dec 29, 2012 - 2:27PM #15
cassmi
Date Joined: May 12, 2012
Posts: 32

Dec 26, 2012 -- 3:42PM, ShadeRaven wrote:

Agreed (on the need for a sense of challenge and threat to life).  I don't agree that 4E didn't offer it, though, as I never had a problem bringing players to the edge (or even beyond).  It sometimes just took a long time to get them there because combat could take so long.

There's a difference, though, between posing a threat and playing to win - at least in my book as a DM.  For me, it's creating that cinematic drama, the excitement and terror that comes in a life-and-death scene.  I tried to feed into the theatric nature of combat in D&D, not into the tactical boardgame that lies beneath it.  Therefore, I am not one of those DMs who believe it's necessary to alpha-strike the Wizard and Cleric because they're the weak links and vital to party success.  Not my style.  And while I acknowledge that I would do more irreparable harm to the group by coup-de-gracing on character, I still believe there's plenty of drama and danger involved when you put two on the ground rather than finishing off just one.  In fact, I'd agrue that the group, as a whole, comes away with greater memories of challenge and heroism when they walk away from a battle where three of them were dying at one point compared to the battle where one died permanently.

As for TPKs... my personal opinion is that they should only occur for a very few reasons.  It either was a fitting conclusion to the campaign, a necessary reflection of action and plot, or seemingly fate insisting that this heroic tale was at an end.  If the group dies because I tactically outplayed them or out powered them, then that's failure on my part. As a DM, I am always capable of winning any combat.




That's how I feel also. When I'm DMing, I refuse to exploit meta-knowledge about the player classes or tactical roles and hit the guy that the enemy would naturally hit, trying to dish out the damage evenly. I also prefer a theatrical element to combat in which the drama and exitement become paramount over strategies and grid-based gaming. The only reason I use a battlemat at all is that I'm terrible when it comes to remembering character placement and doing the whole 'theatre of the mind' thingy. However, I aim to try that out at some point. Much in accordance with what you said, my ideal encounter wears the characters down to the brink of desperation (what I meant by going for a battle of attrition) but trying not to get any of them permanently killed. I find it so satisfying when the players are all "Wow, we were all down for the count except Player X who barely managed to impale Creature Y. I thought we were goners for a second there" (not in every encounter of course, that would be too much of the same).

Referring to my comments about 4e. I'm glad people have managed to make their games lethal. I've never DMed a 4e game but I've been playing in one for three years and just when I think I'm about to be injured for real, I remember that even -10 doesn't mean death anymore. This has probably been said a bajillion times but I felt that the healing surges felt like the regenerative health of modern FPSs but that's just my impression of being a 4e player.

Gr3yZer0 has a good point about the healing being rather minimal. I think the best kind of field-healing in the midst of combat is the kind that just barely gets a player back into action (preferably enough to survive though) but doesn't give him/her too much confidence. I was reminded of what Bane said in TDKR, something along the lines of "giving people a sliver of hope increases their despair". It's that notion of keeping the players in dread but still giving them enough hope to think that they have a decent shot if they do their best. I'm probably ranting and going off on tangents but long story short, I hope to see this kind of subsistence field-healing be an integral part of D&D Next because it adds to the drama.

 

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5 months ago  ::  Jan 04, 2013 - 1:56PM #16
mvincent
Date Joined: Jun 15, 2004
Posts: 8,276

Dec 26, 2012 -- 11:55AM, cassmi wrote:

I completely agree with the op


Ditto.

Also, the 'jumping back up to zero and healing from there' has got to go imho.


Amen brother.

After player 4e constantly for years (literally hundreds of games), I still have to remind some players that they heal up from zero (rather than from their current negative HP value). Every session! That seems to confirm my opinion that the rule is not intuitive. And it's been happening in 5e now too.

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5 months ago  ::  Jan 04, 2013 - 3:55PM #17
AaronOfBarbaria
Date Joined: Sep 25, 2007
Posts: 3,773

Jan 4, 2013 -- 1:56PM, mvincent wrote:

I still have to remind some players that they heal up from zero (rather than from their current negative HP value). Every session! That seems to confirm my opinion that the rule is not intuitive. And it's been happening in 5e now too.


That's because negative Hit Points is an inherently counter-intuitve expression because one cannot have less than 0 units of ability to keep fighting.

To put it in kindergarten terms, you have 10 HP and HP are apples so you have 10 apples - when Jimmy tells you to give him 12 apples, you can give him 10 and have 0 remaining... you cannot give him 12 and have -2 apples remaining.

Careful, man.  That much logic might be illegal on the internet. - Salla
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5 months ago  ::  Jan 04, 2013 - 4:08PM #18
Saelorn
Date Joined: May 27, 2012
Posts: 2,938
Actually, negative HP seem to be very intuitive.  If they were counter-intuitive, then mvincent's players wouldn't need constant reminder that they don't exist.

To put it in high school terms, you have 10 HP and HP are dollars so you have $10 - when Jimmy tells you to give him $12 or else he'll beat your face in, you can give him $10 and still owe him $2... he's not going to forget about that $2 just because you don't have it right then.

What 4E (and Next) are doing is saying that "zero hit points" is like a status condition; it doesn't matter how you get there, because once you're there then it wipes your slate clean.  This causes weirdness when you try to "remove" that condition, because you go from not having HP to having HP.  Simply treating your current HP like a number (that can be either positive or negative) at all times would solve any issues that would be caused by other things that treat your HP - like when you try to add or subtract them.
The metagame is not the game.
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5 months ago  ::  Jan 04, 2013 - 4:16PM #19
mvincent
Date Joined: Jun 15, 2004
Posts: 8,276

Jan 4, 2013 -- 3:55PM, AaronOfBarbaria wrote:

negative Hit Points is an inherently counter-intuitve expression


Actually, all my players have always seemed to grock that intuitively. It's always seemed easy to understand, mechanically speaking. Now, you might wish to debate whether it makes sense realistically... but as a former military Medical platoon leader: negative HP is absolutely realistic to me.

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5 months ago  ::  Jan 04, 2013 - 9:22PM #20
Karnos
Date Joined: Apr 7, 2003
Posts: 315
I agree with the OP that this is a bit of an issue, but I think a simple house-rule fix can take care of it.

If a character is brought back up to 1 hp from a negative value, they remain unconcious and unable to take any actions for one round for each negative hp they were down.  The only way to avoid this wait time is to bring the character back to 100% full hp.

Example: dorf the fighter is hit for 6 damage when he only has 3 hp.  klark the cleric heals him for 1 point, bringing him to 1 hp, but he remains unconcious for 3 more rounds since he was down to -3 before being healed.

If a character is struck down to exactly 0 hp and then healed up to 1 there is no delay, of course.

I think this would sufficiently kill the incentive to constantly cure minor wounds dying characters without making combat healing completely worthless. 
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