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4 months ago ::
Feb 06, 2013 - 10:26AM
#331
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Date Joined:
Aug 25, 2007
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Characters that get hit regularly need about 10 surges a day*, characters that barely ever get hit need about 6, so 8 is a reasonable comprimise. "4 surges a day" is pretty harsh, assuming you're limiting magical healing by surges. If you're not, then why are you even bothering to put surges in anyhow?
*this assumes a damage-per-hit and heal-per-surge about on par with post-MM3 4e.
in my sugestions surges only replace the healing hitdice ((that can only be used during short rests)), so magical healing is totaly seperate from this.
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4 months ago ::
Feb 06, 2013 - 10:28AM
#332
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Characters that get hit regularly need about 10 surges a day*, characters that barely ever get hit need about 6, so 8 is a reasonable comprimise. "4 surges a day" is pretty harsh, assuming you're limiting magical healing by surges. If you're not, then why are you even bothering to put surges in anyhow?
*this assumes a damage-per-hit and heal-per-surge about on par with post-MM3 4e.
in my sugestions surges only replace the healing hitdice ((that can only be used during short rests)), so magical healing is totaly seperate from this.
I want the game to function without requiring magical healing at all. So I gave a suggesstion for a Heroic Fantasy option where a 1 hour rest recovers 1 Stamina (aka refluffed surge).
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4 months ago ::
Feb 06, 2013 - 10:39AM
#333
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I want the game to function without requiring magical healing at all. So I gave a suggesstion for a Heroic Fantasy option where a 1 hour rest recovers 1 Stamina (aka refluffed surge).
See I like the idea that the base rules can be used in a low magic or no magic setting, but wanting both that, and super-heroically robust player characters is asking for too much in my opinion. I think you have to deal with character death in a gritty game without magic healing.
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Concerning "Default" Rules
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My First D&D - 1979 D&D Basic Set (6th Printing)
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4 months ago ::
Feb 06, 2013 - 10:51AM
#334
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Chances are, all of this is simply trying to figure out what becomes the "Standard" rule and what becomes an "Advanced" rule / module, and that's assuming that the "Basic" ruleset doesn't have a healing mechanic at all besides healing spells and potions, because if not, then we have to consider what rule becomes the "Basic" rule instead of just the "Standard" rule.
Personally, I think the rule that should be used is the one that works the easiest mechanically and the one that is the easiest to modify with advanced rules. If that ends up being porportional healing surges, then use that, if it ends up being hit dice, then use that, etc.
If we go with the assumption that everything and every playstyle will be possible with Advanced rules, then the goal becomes three things: 1) What rule produces the singular "feel" of D&D that we want to the Basic ruleset to have. 2) What rule is the easiest mechanically to use in the Basic ruleset. 3) What rule is the easiest to modify by Advanced rules.
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4 months ago ::
Feb 06, 2013 - 11:05AM
#335
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Date Joined:
Apr 20, 2011
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I don't know if has been mentioned all ready, but one of my favorite 4e element was the bloodied status. It made it very easy to let players know how they were doing without being too meta. I also liked how certain monsters would gain new abilities when they were bloodied or they attacked player characters that were bloodied.
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4 months ago ::
Feb 06, 2013 - 11:09AM
#336
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I don't know if has been mentioned all ready, but one of my favorite 4e element was the bloodied status. It made it very easy to let players know how they were doing without being too meta. I also liked how certain monsters would gain new abilities when they were bloodied or they attacked player characters that were bloodied.
I liked it as a concept too. One of the better concepts added to 4th edition, IMO.
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4 months ago ::
Feb 06, 2013 - 11:21AM
#337
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I don't know if has been mentioned all ready, but one of my favorite 4e element was the bloodied status. It made it very easy to let players know how they were doing without being too meta. I also liked how certain monsters would gain new abilities when they were bloodied or they attacked player characters that were bloodied.
I'd like to see bloodied carried over to Next.
Kalex the Omen Dungeonmaster Extraordinaire Concerning Player Rules Bias
Show
Gaining victory through rules bias is a hollow victory and they know it.
Concerning "Default" Rules
Show
The argument goes, that some idiot at the table might claim that because there is a "default" that is the only true way to play D&D. An idiotic misconception that should be quite easy to disprove just by reading the rules, coming to these forums, or sending a quick note off to Customer Support and sharing the inevitable response with the group. BTW, I'm not just talking about Next when I say this. Of course, D&D has always been this way since at least the late 70's when I began playing.
My First D&D - 1979 D&D Basic Set (6th Printing)
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4 months ago ::
Feb 06, 2013 - 1:46PM
#338
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Date Joined:
Sep 20, 2012
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I’ve removed content from this thread because it was a violation of the Code of Conduct. You can review the Code of Conduct here: company.wizards.com/conductPlease keep your posts polite, on-topic, and refrain from making personal attacks.You are welcome to disagree with one another but please do so respectfully and constructively. If you wish to report a post for Code of Conduct violation, click on the “Report Post” button above the post and this will submit your report to the moderators on duty.
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4 months ago ::
Feb 06, 2013 - 2:30PM
#339
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You can get everything you want by just using monsters that are 1-2 levels higher than suggested. The monsters would be more lethal and the players would think twice before jumping into combat. So we can have our heroic game and you can have your gritty game...
Or you could use monsters that are 1 or 2 levels lower then suggested. That way you can have your heroic game.
Pro DnD Member of the Axis of Awesome Fighters: Using socks to kill monsters since 2012 DnD Next: Now with more then 4 minutes of Roleplay per gaming hour Spoiler:
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Sometimes that story is short and sometimes it is long. They can be tragic, comic or absurd. Some teach. Some are just to fill the empty spaces in our lives. Rarely it is a transcendent fugue only half remembered but wondered at. And frequently: "it is a tale told by an idiot, full of sound and fury, signifying nothing." -William Shakespeare
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4 months ago ::
Feb 06, 2013 - 3:55PM
#340
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Date Joined:
Sep 19, 2007
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You can get everything you want by just using monsters that are 1-2 levels higher than suggested. The monsters would be more lethal and the players would think twice before jumping into combat. So we can have our heroic game and you can have your gritty game...
Or you could use monsters that are 1 or 2 levels lower then suggested. That way you can have your heroic game.
The real decision needs to be made, not for us grognards, however. We are going to start dying off soon and joining Gygax at that big table in the sky. Gearing your game towards an inevitably declining populace is not sound business. Next needs to be taking the next generations of gamers at the forefront of their thinking, not the last or the current.
So the developers need to decide whether that new generation wants to be introduced to "Hard mode" first, or if they want experience the game at normal difiiculty and crank it up a notch themselves if that turns out to be too easy. It is a lot easier to gradually up the difficulty than it is to start there. Once the party has been wiped by the first, default hard mode encounter, with no hope of newbie success, first impressions have been made. We have been doing this for years. We have a firm grasp of the tactics required and the system mastery necessary to get through hard mode encounters. New players will not always have the benefit of our experience at their table.
As much as we may hate all these kids playing on our lawn, we must consider them if we want the hobby to continue.
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