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Mearls admits old D&D healing wasn't "broken"

Started by Piestrio, February 18, 2013, 12:27:37 AM

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mhensley

Quote from: Caesar Slaad;629489Where's Maw these days. He'd be fun in this thread.

He probably threw himself off a bridge when wotc betrayed his beloved 4e.

LordVreeg

Quote from: mhensley;630067He probably threw himself off a bridge when wotc betrayed his beloved 4e.

yes.  Ah, the amount of threads where so many were chastised for their slavish devotion to the 'old ways', or anything that was not the glory of the new, shiny, Fourth Edition!!!!  Never to be replaced, the culmination of gaming!
I enjoyed that way too much.
Currently running 1 live groups and two online group in my 30+ year old campaign setting.  
http://celtricia.pbworks.com/
Setting of the Year, 08 Campaign Builders Guild awards.
\'Orbis non sufficit\'

My current Collegium Arcana online game, a test for any ruleset.

Marleycat

Quote from: Bill;6298814E dropped the ball with healing surges in my opinion.

That being said, 4E almost got the 'non magic healing' right. almost.

As in, if Warlords bestowed Temporary HP instead of actual HP, that might have worked.


So, regardless of the version of dnd, I propose that a non magic healer could work using temp. hp.


There is something about non magic actual healing that I dislike...you can't 'Walk it off' from a sword through your belly.

I quite like this and it works perfectly for inspirational archetypes like Bards and Warlords.
Don\'t mess with cats we kill wizards in one blow.;)

Bedrockbrendan

Quote from: Marleycat;630081I quite like this and it works perfectly for inspirational archetypes like Bards and Warlords.

I think temp hit points would have been a much better way to go for this. It definitely captures the feel of summoning the heart and drive to keep going more that an actual heal.

Benoist

The problem with temporary hit points is that they add a layer of delayed book keeping that is very, very easy to forget at a crucial moment (or after that crucial moment has passed). Choosing between the two, I would go with a straight "heal" rather than temporary hit points.

If you define hit points as a character's ability to avoid a fatal blow (aka the killing blow), which then can be interpreted in oh-so-many-different-ways for personal game tables to house rule the shit out of it however they see fit, then this type of healing (as a source of bolstering vigor, a will to go on that affects your moves and reflexes, etc) might actually make sense as an option (i.e. for the standard and/or advanced rules).

Marleycat

Don't see one logical reason it couldn't be an official option or a simple houserule.  It's the very definition of a Fantasy Craft campaign trait that I use all time in my FC campaigns depending on what I am trying to achieve for game style.
Don\'t mess with cats we kill wizards in one blow.;)

Piestrio

Quote from: BedrockBrendan;630083I think temp hit points would have been a much better way to go for this. It definitely captures the feel of summoning the heart and drive to keep going more that an actual heal.

When I run Dragonlance I add some oomph to natural healing.

I generally double the effectiveness of the healing NWP, allow some HP to be regained post combat (to represent catching your breath, patching up, etc...).

Next time I think I'll add some sort of morale bonus to post-combat healing. That could make Bards, with all their morale boosting abilities really valuable.
Disclaimer: I attach no moral weight to the way you choose to pretend to be an elf.

Currently running: The Great Pendragon Campaign & DC Adventures - Timberline
Currently Playing: AD&D

thedungeondelver

Well, we don't have The Gape in this thread, but here's someone who sounds almost like him:

Quoteat the moment the edition as a whole seems like a giant "fuck you" to 4E fans.

...to which I say:

THE DELVERS DUNGEON


Mcbobbo sums it up nicely.

Quote
Astrophysicists are reassessing Einsteinian relativity because the 28 billion l

LordVreeg

Quote from: Benoist;630086The problem with temporary hit points is that they add a layer of delayed book keeping that is very, very easy to forget at a crucial moment (or after that crucial moment has passed). Choosing between the two, I would go with a straight "heal" rather than temporary hit points.

If you define hit points as a character's ability to avoid a fatal blow (aka the killing blow), which then can be interpreted in oh-so-many-different-ways for personal game tables to house rule the shit out of it however they see fit, then this type of healing (as a source of bolstering vigor, a will to go on that affects your moves and reflexes, etc) might actually make sense as an option (i.e. for the standard and/or advanced rules).

I have a number of spells that do this, some that heal x to x, then give a portion as temp hp.
Currently running 1 live groups and two online group in my 30+ year old campaign setting.  
http://celtricia.pbworks.com/
Setting of the Year, 08 Campaign Builders Guild awards.
\'Orbis non sufficit\'

My current Collegium Arcana online game, a test for any ruleset.

Benoist

Quote from: LordVreeg;630090I have a number of spells that do this, some that heal x to x, then give a portion as temp hp.
I'm not saying this isn't possible to do or that it doesn't already exist in some form or another. It is, and it does (the AS&SH berserker benefiting from temporary hit points while raging comes to mind). I'm just saying that if I were designing these types of effects, given a choice between temporary hit points and a full "healing"/reinvigorating effects, I'd choose the latter, almost certainly, for actual play book-keeping reasons.

Marleycat

Quote from: thedungeondelver;630089Well, we don't have The Gape in this thread, but here's someone who sounds almost like him:



...to which I say:

I saw that post at TBP and it warmed my black heart.  The bigger fuck you to 4e that 5e is the more likely I buy it and the happier I get.
Don\'t mess with cats we kill wizards in one blow.;)

Raven

Quote from: thedungeondelver;630089Well, we don't have The Gape in this thread, but here's someone who sounds almost like him:
...to which I say:

It's really weird that people find Anonymous J. Poster threatening because he likes a different game than them. I find it's to my advantage to concentrate on the games I enjoy, rather than shitting on the ones I don't.

But hey. Internet!

James Gillen

-My own opinion is enough for me, and I claim the right to have it defended against any consensus, any majority, anywhere, any place, any time. And anyone who disagrees with this can pick a number, get in line and kiss my ass.
 -Christopher Hitchens
-Be very very careful with any argument that calls for hurting specific people right now in order to theoretically help abstract people later.
-Daztur

mcbobbo

Quote from: Benoist;630093I'm just saying that if I were designing these types of effects, given a choice between temporary hit points and a full "healing"/reinvigorating effects, I'd choose the latter, almost certainly, for actual play book-keeping reasons.

Yeah, book-keeping sucks, especially when 'alive or dead' hangs in the balance.  Mistakes are going to be make someone unhappy, and at a bad time most of the time.  Cheating is also an issue, unless the tracking is itself a chore.  Minimizing it is probably a good thing.

So yeah, if there's to be an 'everyone can heal' game, it probably should be 'once and done' type healing.
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."

Bedrockbrendan

Quote from: Benoist;630086The problem with temporary hit points is that they add a layer of delayed book keeping that is very, very easy to forget at a crucial moment (or after that crucial moment has passed). Choosing between the two, I would go with a straight "heal" rather than temporary hit points.

If you define hit points as a character's ability to avoid a fatal blow (aka the killing blow), which then can be interpreted in oh-so-many-different-ways for personal game tables to house rule the shit out of it however they see fit, then this type of healing (as a source of bolstering vigor, a will to go on that affects your moves and reflexes, etc) might actually make sense as an option (i.e. for the standard and/or advanced rules).


They do add something to keep track of, a bit like non lethal damage does. The way I would do it is have a seperate column for it in the hp box where you count up, so it is like reserve hp you only worry about when you reach zero, and have them last a very short time like a couple of minutes. So if you get seven temp hp, you right seven next to your hp total.

Still, i think you are right that it is another thing to add, and i dont know how necessary such things are to the core game as a default rule (i was thinking more as an option). This is supposed to be the basic version of the game. My issue with just doing a straight heal is then you basically have a healing surge or HD mechanic in the game. If its just an option, i am fine with either, but i really like that they seem to be contemplating taking out the HD rule.

Over at Enworld and elsewhere this latest L&L article is getting a huge backlash from people, so i am guessing they will feel the need to put in ome kind of option for them (though honestly when I have suggested it, people are even strongly against non cleric healing as an option (even of it is in the core phb), so not sure how this will play out.