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Post by Seerow »

"aid another"...this is a construct of the skill challenge system, where no matter what is going on, EVERYONE must be able to contribute to it.
Aid another was an action type available in 3rd edition, and is available in most RPGs. Totally unrelated to skill challenges.
healing surges exist so you are "happy to have a cleric along", but isn't "a class that is required".

healing surges are a outright joke because they give humans inhuman regeneration at level 1, without the use of magic.
Don't necessarily see what's wrong with this. And healing surges being inhuman regeneration at level 1 depends entirely on fluff. If all HP damage is you being cut to ribbons, then yeah it's pretty out there when you can get better with a minute or two of rest. But typically HP systems are more abstracted and represent some combination of wounds, luck, and general exhaustion, which is perfectly reasonable to have recover quickly without outside help. I do agree it would make more sense with something actually differentiating physical damage taken and the more abstracted HP, but the way it is isn't nearly as terrible as you paint it.
working together is one thing, but when you look at the way Monte/Mearls has tried to add this to the game int he past, it is not an option, but rather it is FORCED on all players.
Oh no, players are being FORCED to cooperate to succeed? Say it ain't so!
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Post by shadzar »

Seerow wrote:
"aid another"...this is a construct of the skill challenge system, where no matter what is going on, EVERYONE must be able to contribute to it.
Aid another was an action type available in 3rd edition, and is available in most RPGs. Totally unrelated to skill challenges.
healing surges exist so you are "happy to have a cleric along", but isn't "a class that is required".

healing surges are a outright joke because they give humans inhuman regeneration at level 1, without the use of magic.
Don't necessarily see what's wrong with this. And healing surges being inhuman regeneration at level 1 depends entirely on fluff. If all HP damage is you being cut to ribbons, then yeah it's pretty out there when you can get better with a minute or two of rest. But typically HP systems are more abstracted and represent some combination of wounds, luck, and general exhaustion, which is perfectly reasonable to have recover quickly without outside help. I do agree it would make more sense with something actually differentiating physical damage taken and the more abstracted HP, but the way it is isn't nearly as terrible as you paint it.
working together is one thing, but when you look at the way Monte/Mearls has tried to add this to the game int he past, it is not an option, but rather it is FORCED on all players.
Oh no, players are being FORCED to cooperate to succeed? Say it ain't so!
1. ok the construct that BECAME the skill challenge system, and we see how well that worked out...

3. yeah, that is a bad thing. a game i played the objective was to get 3 artifacts and give them to one deity and not let ANY fall into the hands of another deity.

hey look a train station!

the artifacts when brought together would try to come into contact with each other if not kept separate or bound apart, and in doing so would tear the world apart and begin to unravel it.

ALL ABOARD!

when part of the group decided that no matter who the deity was, being unsure who was the "good guy", so decided to go against the instruction of this "deity" to "bring them all the artifacts to keep safe", and decided to let one of the people who "stole" one keep it...

911! TRAIN WRECK AT THE CORNER OF DM's BEDTIME STORY AND PLAYER'S GAME.

forced to do something against your will as a player without in-game means of the character being controlled by something is BAD. the players have the right to NOT help another at a point in which the PCs motives would clash with another PCs motives. working towards the same goal, doesnt mean that everyone agrees on the same path that should be taken to achieve that goal.

2. regeneration healing only physical injury. regeneration CAN bring a character from 0HP to 1HP or more. healing surges can bring a character from 0HP to 1HP or more. this is NOT natural for a human character, therefore is inhuman. therefore healing surges mechanical are a joke, NOT by fluff.

so long as regeneration heals physical damage only, and regeneration can heal ALL HP, then HP are ALL physical damage.

healing surges are inhuman. at some point when regeneration heals something other than physical injury, or can not longer heal FULL HP, THEN and ONLY THEN can HP represent something other than physical injury. otherwise humans must be removed from the game, as they have no such regeneration capability and require magic means for this "speedy healing" and cannot come from an internal source such as healing surges.
Last edited by shadzar on Tue Oct 11, 2011 5:49 am, edited 1 time in total.
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Post by Stubbazubba »

Monte Cook wrote:But what if you looked at it from the point of view of the people who enjoy giving of themselves to help their friends, and simply made those options easier to accomplish and more rewarding?
This line caught my attention. I was looking at a Tome of Virtue White Mage class from this board which takes a significant onus off of the healer role by decoupling out of combat healing from the tactical equation. While I don't think infinite at-will healing was a very balanced way to go, making the Healer role easier to fill, as in, making healing not deplete other resources, so that you could heal your teammates and do some cool stuff without worrying about that direct trade-off.

I'm no expert on Cleric optimization, but I suspect that the reason they get so much power and flexibility is that they were designed to be able to heal and deal damage, so they are equipped to do both magically, but when that flexibility is optimized for combat prowess, they're making every other martial character feel small in the pants. If healing and combat were on different resource schedules, the Cleric could be designed to be a combat buffer and slayer of undead, while the healing aspect of the class could be balanced separately. That would prevent the Cleric from spending all his character resources on healing (which some like, but some don't), since his healing resources don't drain combat resources, and prevent Clerics from quickly accelerating away from all other armored classes by putting those buff resources on their own system.

The same could be done to the Wizard and Sorceror or something; make combat spells be on one resource track, and then make things like Scry or Teleport or Fly on a different one. If the former were done with spell slots and the latter by class abilities, you could put limitations that would make you choose to either Scry today or Greater Teleport, but you can't do both, or something.
Last edited by Stubbazubba on Tue Oct 11, 2011 6:44 am, edited 1 time in total.
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Post by shadzar »

Stubbazubba wrote:I'm no expert on Cleric optimization, but I suspect that the reason they get so much power and flexibility is that they were designed to be able to heal and deal damage, so they are equipped to do both magically, but when that flexibility is optimized for combat prowess, they're making every other martial character feel small in the pants.
Oddly with a completely different magic system mana-based rather than Vancian, people on EverQuest actually thought the cleric was ONLY a healbot.

some groups went full bore into that and couldnt figure out what was going wrong, since XP was split by the entire group/raid.

other groups found out that there were easier ways to play than kiting with a halfling, and having a cleric healbot...and quicker too.

so the person who drops the enemy gets a larger share of the XP in EQ, it could be a bit understandable that the fighter type felt "small in the pants", when a cleric did it...but the XP amount wasnt that much and if you were a group, why not trade off functions?

those groups that fared better got more XP all around because letting the cleric heal AND blast with powerful spells while medding on a mount that allows both casting and meditation to speed mana recovery, got a lot more fights in to get more XP all around.

those who thought the cleric should ONLY heal, because it was their specialty, ARE those that like...
being the star
clerics have had lots of firepower to contribute other than just to buff and heal.

no matter what abilities are attempted to be spread around, as long as some people think that someone should NOT be able to be allowed to make the killing blow, there never really is ANY teamwork going on.

the game cannot fix these people with no amount of rules.

even with healing surges where everyone can heal themselves... the cleric is still viewed and wanted for healing. but in 4th. they are greatly more limited in the healing they can do IN combat. afterall, you get a power ONCE and ONLY ONCE per encounter unless it is at-will. and IIRC the cleric healing still runs out when someone's healing surges run out, either his own, or his target to heal.

some people dont even want the cleric to waste time turning in a crypt, and would prefer them to just remain a heal bot...EQ and D&D players alike.
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Post by Winnah »

The article fails because of it's narrow focus. Apparently 'leader' classes are helping everyone, and players that want to emphasise teamwork play these characters in order to facilitate this goal. Nurturing, facilitating lynchpins...Bollocks

'Helping others' can be many things. Killing monsters is helping. Disabling threats is helping. Gathering intel is helping.

You want to nuthug the 4e cleric because they heal you? Fuck that. Add another ranger to the party and you won't need the extra healing.

I'm all for teamwork and smart play. There is more to it than providing heals and attack bonuses.

Image

I mean, what kind of a lame power is heart, anyway?
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Post by hogarth »

shadzar wrote: healing surges are a outright joke because they give humans inhuman regeneration at level 1, without the use of magic.
You probably aren't familiar with this since you're such a n00b, but a guy named Gary Gygax noted in previous editions that hit points mostly represent fatigue and whatnot, so it doesn't stretch credulity to think that fatigue would be regained by a short rest.

Why do you hate Gary Gygax?
Last edited by hogarth on Tue Oct 11, 2011 11:22 am, edited 1 time in total.
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Post by hogarth »

Monte Cook wrote:Some people avoid classes like that, or even criticize them. They say that using an action to help someone else is a waste of that action. They'd rather use all of their own game time inflicting damage and being the star—and that's fine. There's certainly nothing wrong with wanting to be powerful and cool. That's a big part of the game. But what people who criticize "action wasting actions" don't realize is that there are people who actively enjoy helping others.
ERROR FALSE DICHOTOMY DETECTED.

There are many examples of things that "actively help others" that aren't "wasted actions" (e.g. Haste, Inspire Courage).
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Post by sake »

Reducing the need for a party heal bitch/giving everyone some limited form of self healing is all well and good but I really do hate how 4E went about it.

I mean, I generally *like* playing a healing class, but loathe playing one in 4E because that feeling of self importance and satisfaction in knowing I'm the one who kept the party going through a fight just isn't there. In short I feel less like the TF2 Medic/Some All Powerful Master of Life and Death that shoots magic beams of god juice that closes wounds and regrows limbs and more like some sort of useless cheerleader nurse that can't do anything besides giving the PCs pep talks and lots of well wishes to make them feel a little better.

Hell, even 3E's Magic Heal Sticks "system" was better because at least someone had to make the damn things if your DM wasn't stupid enough to allow you to buy an limitless number of them from Ye Olde Magic Shop and every now and then you'd still need an emergency clutch heal in combat.
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Post by Seerow »

sake wrote: Hell, even 3E's Magic Heal Sticks "system" was better because at least someone had to make the damn things if your DM wasn't stupid enough to allow you to buy an limitless number of them from Ye Olde Magic Shop and every now and then you'd still need an emergency clutch heal in combat.
If you never needed an emergency clutch heal in 4e, you were probably doing something pretty wrong. I rarely played a 4e game where our leader didn't run dry on healing powers.
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Post by Korwin »

Seerow wrote:
sake wrote: Hell, even 3E's Magic Heal Sticks "system" was better because at least someone had to make the damn things if your DM wasn't stupid enough to allow you to buy an limitless number of them from Ye Olde Magic Shop and every now and then you'd still need an emergency clutch heal in combat.
If you never needed an emergency clutch heal in 4e, you were probably doing something pretty wrong. I rarely played a 4e game where our leader didn't run dry on healing powers.
Or you did something wrong?
(Never played 4ed)
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Post by Username17 »

Healer characters in 4e normally use their heals basically every fight. They do this instead of putting enemy monsters down faster like a Ranger. Thus, there is no "emergency clutch healing", because they are using their healing all the time.

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Post by Seerow »

Korwin wrote:
Seerow wrote:
sake wrote: Hell, even 3E's Magic Heal Sticks "system" was better because at least someone had to make the damn things if your DM wasn't stupid enough to allow you to buy an limitless number of them from Ye Olde Magic Shop and every now and then you'd still need an emergency clutch heal in combat.
If you never needed an emergency clutch heal in 4e, you were probably doing something pretty wrong. I rarely played a 4e game where our leader didn't run dry on healing powers.
Or you did something wrong?
(Never played 4ed)
It's possible I was playing it terribly wrong and the designers intended characters to walk through all encounters without caring about healing or anything else, despite making a role specifically for healing/buffing characters and explicitly stating parties are expected to have one...

But I'm personally more inclined to think my experience with 4e was more along the lines of what was intended.
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Post by Korwin »

You want to debade Designer intend? OK, I'm out/back to lurking this thread.
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Post by Seerow »

Korwin wrote:You want to debade Designer intend? OK, I'm out/back to lurking this thread.
When you're talking about someone playing wrong, you're basically talking about designer intent. Either that or bitching about your GM, which is even more fruitless.
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Post by Whipstitch »

Well, from here it looks pretty non-sensical to say that you must be screwing up if you don't need to be dropping clutch heals on the damage you're taking, although I suppose you may mean the DM is softballing the group or something. My 4e experience is admittedly fairly minimal and by now probably a fair bit outdated given the sheer amount of errata I constantly hear people bitching about but my old group didn't really need clutch heals. In fact, I'd go so far as to say that the game seemed curiously incapable of challenging a 4 man melee train headed up by a warlord.
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Post by Seerow »

Whipstitch wrote:Well, from here it looks pretty non-sensical to say that you must be screwing up if you don't need to be dropping clutch heals on the damage you're taking, although I suppose you may mean the DM is softballing the group or something. My 4e experience is admittedly fairly minimal and by now probably a fair bit outdated given the sheer amount of errata I constantly hear people bitching about but my old group didn't really need clutch heals. In fact, I'd go so far as to say that the game seemed curiously incapable of challenging a 4 man melee train headed up by a warlord.
Yeah I meant that the DM is probably softballing. It may just be they always did exactly on level encounters/monsters (since the system actually does allow a few levels of leeway in encounter strength, and when running a day with less encounters, those encounters should be stronger to make up for the fact your players are spamming their dailies).

I mean sure, there are encounters you can steamroll. But there's many more that you won't and will be tough. There were a few encounters that would outright kill a level appropriate party (though I think those got erratad, I don't know.)


I dunno, I just never really got the whole "4e is easy mode" arguments, since my experience with 4e was actually tougher encounters without cheese. A lot more of the encounters tended to have give and take, and frequently having that one extra heal would make the difference in succeeding or failing at the encounter.
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Post by shadzar »

hogarth wrote:
shadzar wrote: healing surges are a outright joke because they give humans inhuman regeneration at level 1, without the use of magic.
You probably aren't familiar with this since you're such a n00b, but a guy named Gary Gygax noted in previous editions that hit points mostly represent fatigue and whatnot, so it doesn't stretch credulity to think that fatigue would be regained by a short rest.
:rofl:

wow, again people that know nothing of the game speaking as if they know it all..

let us take a look at the 1e DMG shall we to see EXACTLY what Gary says related to this...
1e DMG pg 82 wrote:Hit Points
It is quite unreasonable to assume that as a character gains levels of ability in his or her class that a corresponding gain in actual ability to sustain physical damage damage takes place. It is preposterous to state such an assumption, for if we are to assume that a man is killed by a sword thrust which does 4 hit points of damage, we must similarly assume that a hero could, on the average, withstand five such thrusts before being slain!
is this where you stopped reading? lets continue with the paragraph shall we?
1e DMG pg 82 wrote:Why then the increase in hit points? Because these reflect both the actual physical ability of the character to withstand damage ––– as indicated by constitution bonuses ––– and a commensurate increase in such areas as skill in combat and similar life-or-death situations, the "sixth sense" which warns the individual of some otherwise unforeseen events, sheer luck, and the fantastic provisions of magical protections and/or divine protection.
ok now what the hell does that mean? well it tells us why hit points increase as that was the question asked, but then lets find out what are hit points?
1e DMG pg 228 wrote:Hit Points ––– The number of points of damage a creature can sustain before death (or optionally, coma), representing the creature's physical endurance, fighting experience, skill, or luck.
ok so hit points increase to represent this skill and luck that is why you dont stay at the same number, but get more. then the range gets bigger from 100% to death because of skill and luck, but what does the number mean?
points of damage a creature can sustain before death (or optionally, coma)
damage....hmm. so he got emotionally scarred? emotional scarring will cause death?

the skill and luck bit ends when the new hit points are added. from there out hit points are removed from your new skill and lucky factored in total by PHYSICAL DAMAGE.

no skill in the game will reduce the number of hit points loss when you get hit. it just makes that 4 damage from a sword not as much as it was, which goes to show how in places Gary loved to contradict himself on ideas because he had NO editor for 1st edition to tell him his statements were contradicting himself.

4 points of physical damage is no longer able to kill the 40 HP character at 8th level because his fighting experience, skill and luck increased his ability to continue on so that 4 points does a less percentage damage to him but still does 4 fucking points of physical damage. he is just battle hardened now (shown through having increased hit points) that lets him continue taking MORE PHYSICAL DAMAGE, without dying or falling into a coma.

the skill and luck end when the max hit points are calculated. when you actually use, by losing or healing, HP you are dealing with strict physical damage.

Gary didnt explain things very well, thus why we have a an "attack" roll or "to hit" roll, rather than what it truly is a "did i do any damage" roll?

but calling it a "does it damage" roll just doesnt have that catchy ring to it, as an "attack" roll or "to hit" roll as the wargames that came before called them because those games REALLY did check to see if you hit. and told you what happened WHEN you attacked.

why this is the case you may ask? a poison blade exists. if it doesnt connect the person to do damage it cannot transfer even its contact poison. so if it couldnt do damage it couldnt poison either.

so the "to hit" roll is really a "to damage" roll....and damage is physical. once you have rolled "to damage", then you make the "how much damage?" roll.

imagine it this way in regards to "to hit"... is the opponent just standing there and you are swinging and missing if you dont roll high enough? does that seem like how a fight would work? or it is you swung at the opponent and they blocked or parried your attack and you actually DID hit something, but not enough or in a correct placed to damage them. there is the off chance they dodges the attack and you actually missed and did NOT hit as per the name of the roll, but this is less likely to happen than two swords actually clashing as the opponent was using his own sword for defense against your attack with your sword.

i mean Gary based the entire combat around Eroll Flynn final fight scene against Gisborne in Robin Hood. and they have swords clashing all the time, but since nobody actually hits each other, then how the fuck did he arrive at HP in the first place, since only the one single hit make caused Gisborne to go down? how could he lose hit points when HE was never hit? when he was NEVER caused damage, and then in turn HP say you are taking damage?

Gary sucked at explaining things, and needed an editor. this is why he had a lawyer sitting with him when he appeared on 60 minutes to make sure he didnt say something stupid.

hit points show damage done, which is physical, the fact they increase shows greater luck, skill, and fighting experience. those 3 things do not actually come into play during the attack and damage sequence, only the physical damage removes hit points, and only natural and magical means can restore hit points...ergo damage.
2e PHB wrote:Hit points--a number representing: 1. how much damage a character can suffer before being killed, determined by Hit Dice. The hit points lost to injury can usually be regained by rest or healing; 2. how much damage a specific attack does, determined by weapon or monster statistics, and subtracted from a player's total.

Damage

is what happens to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points. Each time a character is hit, he suffers points of damage. It could be as little as 1 point to as many as 80 or more. These points are subtracted from the character's current hit point total. When this reaches 0, the character is dead.

Copyright 1999 TSR Inc.
hit points can be claimed to represent whatever you want to explain them being able to increase, such as Gary explained them. however in actual use, they always represent physical damage. it could be a scratch from a dart, thorn, needle, what have you, OR if can be a gaping hole form being gored.

tell me something that is NOT physical that causes a loss of hit points?
3.x wrote:hit points (hp): A measure of a character’s health or an object’s integrity. Damage decreases current hit points, and lost hit points
return with healing or natural recovery. A character’s hit point total increases permanently with additional experience and/or permanent
increases in Constitution, or temporarily through the use of
various special abilities, spells, magic items, or magical effects (see
temporary hit points and effective hit point increase).



HIT POINTS
Your hit points tell you how much punishment you can take before
dropping. Your hit points are based on your class and level, and your
Constitution modifier
.
even 3rd says the RANGE is derived from several factors, but they are actually USED to show taking ACTUAL damage.

here is how you create the range of HP...class, level, which are assumed to be luck, skill, and fighting experience.

he is how HP work in the game...you take physical damage you lose them, you naturally recover them or magically/naturally heal them over time.

does the size of the gas tank in your car represent how much money you make, or just how far the car can travel before it stops? which do you think the car is more concerned with when using the gas?

so do you think the character is concerned with HOW he got the more HP, or what effects the HP actually have on him...being getting hit enough times to lower them he will stop just like the car with an empty gas tank.
Last edited by shadzar on Tue Oct 11, 2011 11:02 pm, edited 3 times in total.
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Post by Josh_Kablack »

You know, I have only ever played as a cleric in the 4e games I have been a player in.

And in each and every one of those campaigns, there were times it was in a PCs interest to use a Healing Potion or a second wind, because I was out of healing words, or they were out of range, or I couldn't guarantee that Healing Strike would hit, or another PC needed the heal more desperately.
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Post by Whipstitch »

If it's any consolation, if other leaders needed to heal that much, they might fail. But that's the part where the Warlord just tells the RNG to go fuck itself while the ranger(s) do their multi-attack bullshit comes in.
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Post by Lago PARANOIA »

My experience was that at sub-paragon tier before damage and defense can really start to diverge between classes that clutch healing was an absolute necessity, even in short-encounter workdays. Unfortunately the only class that can even provide any clutch healing is the cleric. The difference in healing between a Runepriest (considered the worst healer) and a non-Inspiring Warlord (considered the second-best clutch healer, still a country mile behind cleric) is like 7-20 extra hit points (total, among the party) during a combat in paragon tier and they reach into their well about the same amount.

Past level 10 or so however healing takes a backseat to damage multiplier effects. The cleric is still so far ahead on the healing front if need be that they can still serve in this capacity, but if you're not a warlord, a post-level 17 multiclassed Runepriest with the cooperation of the party and using one or more overpowered magical items, or a CON/CHA Ardent then you just suck balls. In fact the damage multiplication effect is so strong that probably the strongest party in the game is some combination of Cleric (multiclassed to rob a power or two), Ardent, Runepriest, and/or Warlord.

Of course this never happens because as I noted in the No Self Buffs thread people would rather increase their own screentime than increase the party's effectiveness. And healing causes the spotlight to focus on you in a way that damage multiplication doesn't.
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Post by Seerow »

Lago PARANOIA wrote:My experience was that at sub-paragon tier before damage and defense can really start to diverge between classes that clutch healing was an absolute necessity, even in short-encounter workdays. Unfortunately the only class that can even provide any clutch healing is the cleric. The difference in healing between a Runepriest (considered the worst healer) and a non-Inspiring Warlord (considered the second-best clutch healer, still a country mile behind cleric) is like 7-20 extra hit points (total, among the party) during a combat in paragon tier and they reach into their well about the same amount.
I'll admit most of my 4e experience was in the Heroic Tier, which may have been the source of the differences in experience.

But I did have positive experiences with several different leaders (I believe we used at least 4 different leader type classes during my play time, plus Paladin/Cleric Hybrid that was used in a short 2 player campaign that was surprisingly effective). Typically in groups that had leaders that were less effective as healers, we wound up with a defender that focused more on self healing. Dwarves in particular are awesome for their swift action second wind. Paladins are nice for having some extra healing powers.
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Post by Whipstitch »

I'm willing to bet then that my experiences were mostly due to being part of a full-on melee train with fighters that appeared to be fueled by bullshit and the tears of their enemies.
bears fall, everyone dies
Korwin
Duke
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Location: Linz / Austria

Post by Korwin »

Seerow wrote:
Korwin wrote:You want to debade Designer intend? OK, I'm out/back to lurking this thread.
When you're talking about someone playing wrong, you're basically talking about designer intent. Either that or bitching about your GM, which is even more fruitless.
Huh? You did that! I only asked a question, because it sounded to me - As an non 4ed player - like you did something wrong...
Gx1080
Knight-Baron
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Joined: Tue May 03, 2011 1:38 am

Post by Gx1080 »

You know, I actually liked this article, it says two things:

*Some people *gasp* like playing healing and/or buffing classes.
*Nobody, not even healers or buffers, should be neccesary.

Both of those are true. Of course, the difference between designer intent and actual playtime is a bridge that has to be crossed, but the correct intent is there.
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shadzar
Prince
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Joined: Fri Jun 26, 2009 6:08 pm

Post by shadzar »

just remember that not needing a healer or buffer, or caster, doesnt mean EVERYONE should be able to heal, buff, or cast....

that is the problem with 4th thinking everyone becomes a healer.
Play the game, not the rules.
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
good read (Note to self Maxus sucks a barrel of cocks.)
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