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4 months ago ::
Feb 13, 2013 - 12:34PM
#31
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Date Joined:
Apr 10, 2009
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Hey Carl,
I agree with what you said in that other thread.
To modify your example a bit (you specifically where looking for extra movement in yours) let's say our pretty boy elven hero shot someone and moved to the top of the stairs last round (not improbable). Now he wants to move down the stairs and use the volley power to cap a couple more orcs (not a big deal). Decides he wants some flair to his movement so he comes up with the shield surf. I say let him, rule of cool, he's not doing anything he couldn't do anyway.
That is where I tend to do my improvising in combat.
Agreed.
The key difference is (and this gets back to a post esewhere): Is the end result something the player could have done more prosaicly - or is the player trying to get away with something the system doesn't normally allow.
If the former - let them do it (kinda - I'll get back to this one). If the latter - they should have a downside, a risk to make it worth paying that price. In another context - it usually costs an action to get advantage (at least up till level 9). You can pay that by spending an actual action (hide one round, attack the next) OR you can pay that by gambling your action (risk losing the action for a chance at getting advantage).
Now - back to the 'let them do it', 'rule of cool' issue. I'm a bit conflicted and here it depends on your players. Players like to roll dice. Players like to succeed at challenging tasks. Players like to see character creation choices validated. Sometimes succeeding without challenge is boring.
For these reasons I actually think that if a character wants to do something 'cool' - it is actually more fun to roll the dice and hope you make it. Granted, to some degree this depends on the player - some see their characters as 'grand heroes' and thus entitled to be super cool, all the time, and some see their characters as more 'run of the mill' - and thus expect them to struggle a bit more.
In either case - if the end result could have been reached through ordinary means there should be no real cost: whether you succeed or fail the check, you end up in roughly the same place - the check is just to see with how much style you get there. I'm just not convinced that automatically succeeding is always the most fun (as we saw with the rogue a few packets back).
To bring this back on target: How might one allow 'stunts' with the Heal skill? Is it reasonable to allow players to attempt to heal a character above and beyond what a healing kit allows - with the understanding that a quack doctor always has a chance of doing more harm than good?
Carl
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4 months ago ::
Feb 13, 2013 - 12:41PM
#32
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I can see that, I guess. Part of it for me though is, while I like my hit probability high, I personally am not fond of rolling more dice (its the heart of my problem with the advantage/disadvantage mechanic). If I have to roll something extra for something meaningless (going down the freaking stairs), I'm going to skip it in the interest of speeding up gameplay. tangental combat rant
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This is part of my problem with the speed of combat in DDN right now, the combats are so fast they don't feel meaningful. They feel like filler, there is no meat to them. Part of that is also in monster design so I really want Mike and co. to start prioritizing there.
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4 months ago ::
Feb 13, 2013 - 1:18PM
#33
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Date Joined:
Apr 10, 2009
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I can see that, I guess. Part of it for me though is, while I like my hit probability high, I personally am not fond of rolling more dice (its the heart of my problem with the advantage/disadvantage mechanic). If I have to roll something extra for something meaningless (going down the freaking stairs), I'm going to skip it in the interest of speeding up gameplay.
tangental combat rant
Show
This is part of my problem with the speed of combat in DDN right now, the combats are so fast they don't feel meaningful. They feel like filler, there is no meat to them. Part of that is also in monster design so I really want Mike and co. to start prioritizing there.
You lost me.
1) You don't want to roll dice in the interest of speeding up gameplay.
2) Combats are so fast, they don't feel meaningful.
These seem contradictory. I'll be the first to agree that #1 is a natural reaction to 4E (and to 3E with some mixes of characters - especially menageries). But the simplistic response is: Maybe you should start rolling some more dice in the interests of slowing down gameplay - and see if that helps with issue #2.
That said - I'm probably with you on the whole monster design issue. But that gets even further off topic than we already are.....
Carl
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4 months ago ::
Feb 13, 2013 - 1:30PM
#34
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(Last post on this, I promise [In this thread])
I don't like rolling lots of dice period. If I have to make a trivial check to get a cool fluff effect on something I can do anyway, I will skip the cool fluff effect in the interest of speeding up gameplay.
Combat speed is a matter of personal taste apparantly. I don't dig combats that are basically 'monsters and players swing at each other until the wizard uses his AoE, then wrap up with more swinging" (which is to say, most combats in most editions across the board, until the Dragon, Devil, other special monster hits the board). I like a combat that takes awhile so everyone can make meaningful decisions that advance the victory of Team Hero. Erachima, in his blog post critiquing the final erratta to the 4E cleric demonstrates how many people did not understand the efficacy of the the 4E wizard (or the purpose of controllers in general). They were intended to be capable of clearing a swath of minions while setting up the rest of Team Monster (with help from the Leaders) to be crushed by TEam Hero.
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4 months ago ::
Feb 13, 2013 - 4:37PM
#35
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Date Joined:
Jan 22, 2006
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Likewise, we can expect to see a basic health section that explains how to heal, what to do about sickness or disease, and what options are available for someone dying (or dead). The heal skill will just be a conditional bonus to ability checks made in the pursuit of these activities.
Getting back to the subject at hand, however, because 'healing' is a highly mechanized part of the game, I think that specific DCs and specific consequences are definitely needed. As a matter of life-and-character-death, it's not a check that should be left to individual interpretation.
Right now (latest play-test) the Healer's Kit feels like more than enough, without ever needing to train the Heal skill.
Precisely right. The action of healing is not a place to encourage 'interpretive stunts' in the ability check system. It's tied too closely with character survival. It needs to work in a very specific and reliable way for the sake of fairness. There are plenty of other ability checks if you want to 'creativity interpret' low failure and high success results. The act of healing (modified by a Heal skill die) should have codified rules for restoring hit points, neutralizing poison, removing disease, and possibly removing paralysis -- at the very least. Anything after that, sure, DM/player interpretation can reign supreme.
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4 months ago ::
Feb 14, 2013 - 12:18AM
#36
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Date Joined:
Jun 21, 2012
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Likewise, we can expect to see a basic health section that explains how to heal, what to do about sickness or disease, and what options are available for someone dying (or dead). The heal skill will just be a conditional bonus to ability checks made in the pursuit of these activities.
Getting back to the subject at hand, however, because 'healing' is a highly mechanized part of the game, I think that specific DCs and specific consequences are definitely needed. As a matter of life-and-character-death, it's not a check that should be left to individual interpretation.
Right now (latest play-test) the Healer's Kit feels like more than enough, without ever needing to train the Heal skill.
Precisely right. The action of healing is not a place to encourage 'interpretive stunts' in the ability check system. It's tied too closely with character survival. It needs to work in a very specific and reliable way for the sake of fairness. There are plenty of other ability checks if you want to 'creativity interpret' low failure and high success results. The act of healing (modified by a Heal skill die) should have codified rules for restoring hit points, neutralizing poison, removing disease, and possibly removing paralysis -- at the very least. Anything after that, sure, DM/player interpretation can reign supreme.
In all fairness, the consequences of failing an improvised heal roll are probably a lot more severe than failing an improvised tumble roll most of the time. Course, I can think of fatal consequences for failing any roll so maybe that doesn't matter but I still hold that pulling a crazy gamble with someone's life will result in them dying about as often as them making a miraculous recovery.
Go ahead and let 'em improvise with heal rolls, but only if the risks are made clear and they're prepared to accept the risks. On the rule of cool: at my table with my friends, the rule of cool is what allows a roll in the first place. It allows for stunts and stretching the rules, but mostly we use it to allow a chance for something to happen at all.
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4 months ago ::
Feb 14, 2013 - 2:15AM
#37
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Date Joined:
Dec 19, 2007
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You could allow the Heal skill to be used to remove a condition, TN 20 for full round action.
Hmm in the DM Guidelines, under Options for Checks - Requirements: A check might require a specific tool, and the training needed to use that tool, to complete it. For example, you need thieves’ tools to have any chance of picking most locks, or a healer’s kit to tend to a badly wounded comrade.
I'd probably rule - - The Heal Skill OR a Healing Kit can be used to stabalise a dying person (negative hit points) or regain Hit Points after rest. - The Heal Skill + Antitoxin from Herbalism feat will allow removal of poison affects. - Both must be used to remove a condition (TN 20) or poisons effects (without the Herbalism feat).
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4 months ago ::
Feb 14, 2013 - 3:26AM
#38
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Date Joined:
Apr 10, 2009
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You could allow the Heal skill to be used to remove a condition, TN 20 for full round action.
Hmm in the DM Guidelines, under Options for Checks - Requirements: A check might require a specific tool, and the training needed to use that tool, to complete it. For example, you need thieves’ tools to have any chance of picking most locks, or a healer’s kit to tend to a badly wounded comrade.
I'd probably rule - - The Heal Skill OR a Healing Kit can be used to stabalise a dying person (negative hit points) or regain Hit Points after rest. - The Heal Skill + Antitoxin from Herbalism feat will allow removal of poison affects. - Both must be used to remove a condition (TN 20) or poisons effects (without the Herbalism feat).
The only flaw to this is that skills ought not be requried to do anything in 5E.
They provide a bonus - they are't the normal way to do anything. At least not anything within the scope of a typical adventure.
Therefore - a ruling more consistant with the 5E approach would be: - A Wisdom Check OR a Healing Kit can be used to stabalise a dying person (negative hit points) or regain Hit Points after rest. If the character has the Heal skill, they can add their Skill die to the check. - A Wisdom Check + Antitoxin from Herbalism feat will allow removal of poison affects. If the character has the Heal skill, they can add their Skill die to the check. - Both must be used to remove a condition (TN 20) or poisons effects (without the Herbalism feat).
Carl
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4 months ago ::
Feb 14, 2013 - 3:42AM
#39
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Date Joined:
Dec 19, 2007
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As always Carl, you roll your Int checks with Advantage.
We have good people in these forums i'm happy to say.
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4 months ago ::
Feb 14, 2013 - 4:30AM
#40
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Date Joined:
Jun 22, 2010
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While technically a skill is a bonus to an ability check, skill use is still in the game. It has shifted to ability checks instead. Whether you need additional tools like a healing kit, or anti-venom is up to the rules, but at the same time it does not limit the game from just relying on ability checks without a tool. So in that aspect it makes perfect sense for straight ability checks with a skill bonus (whatever applies) to restore a person by granting a second wind in combat, or extra save. The only thing that will change is where the information will be located. So intead of looking up the heal skill, you would go to the combat section or healing section in the rules to lookup how to reoover from poison. In those sections they should provide guidelines on various DCs to accomplish certain tasks. The DM is free to ignore it, but it does allow the flexibility for different styles of play.
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