I don't want a short rest to heal all my HP. I don't think that's a good thing because it reinforces the 5 minute workday, closes off attrition as a method of building tension, and breaks several types of narration for little if any gain.
What? Being able to heal to full after combat encourages a 5-minute workday? What the fuck are you smoking?
Sure, you could say, "finite healing surges and dailies reinforce the five minute workday", but uh... not what's being talked about here.
And tension through attrition is what leads to the five-minute workday in the first place. You want to end the five-minute workday? Then either PCs shouldn't use up resources with each encounter but regenerate resources by sleeping, or there needs to be a combo meter, or every quest needs to be on a timer. Something along those lines.
All other things equal, healing surges are good for attrition-based gameplay compared to a system where you have healing that's effectively unlimited on a daily basis.
Maybe.
Agreed. If you want 1st level characters to have about a 1/20 chance of dying per attack then more HP is a bad idea. And for some people this IS desirable. They seriously don't want 1st level characters getting into anything vaguely resembling a fair fight. They want to live by their wits and such. But in the context of how 3e and 4e play, the only way to go is the "more hitpoints" route of 4e (although the ratio has fluctuated somewhat across the edition).
Scaling bonuses exists for attacks (BAB) and saves (Class save bonuses) in 3.5. Skills 'scale' through skill points, which just needed a tweaking. Scaling everything leads to idiocy like a iron lock going from DC10 to DC30 just because you got better and in fact has shown to not work for balance anyways in 4e. It also means that you never really get better at doing anything.
He said AC, attack bonuses, and the like. Not everything scaling. So yeah, strawman.
I kind of agree though, there's a strong argument to be made that 4e didn't really accomplish or use auto-scaling in any meaningful way since for many challenges it was still extremely important to pump your prime stat.
TERRIBLE IDEA. I cannot state how stupid this was both in idea and execution. It does not work and leads to massive homogenization. Balance problems aren't solved with straitjacketing everyone into the exact same power/resource system and then neutering it because the powers themselves aren't balanced.
In fact the power system is basically a micro-vancian casting system that everyone has to use.
Balance problems aren't solved but solving them is easier and making the rules take less fucking time to comprehend sure is nice. Being able to go from playing a fighter in one campaign to a wizard in another fairly smoothly is a good thing.
But really, there's no reason to stick to the micro-vancian system of 4e. The point is just that reusing the same resource scheme for all classes is a lot simpler and easier to balance (unless you just plan to outright disallow multiclassing and such, but if people can dip into other classes powers it's a lot simpler if everyone is on the same resource schedule). The system can be WoF, 4e-powers, an MP system, whatever.
Except the formula had to be rewritten, and it doesn't actually work anyways dues to scaling problems with PCs. additionally having a scale for monsters base damage is simplistic and almost completely pointless because that's the easy part. Anyone with an hour could come up with it. It doesn't help at all with creating actual interesting abilities, and 4e fails utterly at having anything but magical tea party for monsters outside of combat.
Yes, the implementation failed. No, not anyone could do it in an hour. Seriously, for the sake of making DMing stupid easy, good guidelines for making new monsters really should be right there in the DMG. And that means going above and beyond the 4e guidelines to having your DMG give guidelines about noncombat abilities, movement modes, status effects, etc.
He wasn't talking about the out-of-combat bits of monsters so you're strawmanning again to claim he wanted that part to work 4e-style or just bringing up something unrelated to his point.
Martial maneuvers, spells, psionics, classes feats, and just about every other thing in 3.5, or any game uses a standardized format. 4e powers are simple to read because the simple, bland and boring just as 4e is. They don't have to cover edge cases because 4e thinks it sanded off all the edge cases (which it didn't).
And the great thing about standards is having so many of them, amirite? This really is a problem for 3.5 system bloat (psionics, incarnum, ToB, binder, truenamer, shadowcaster...).
And seriously, it's actually a good idea for monsters to come with all the most important combat powers completely spelled out. And everything should at least have a short description that makes the monster usable from its stat block alone in the majority of cases.
Having to look up, print a big stack of cards, or memorize how various spells work in order to run monsters sucks.
3.5 was rarely 'hit things and hit things' again, and greater than 90% of the powers in 4e are 'hit things with some other minor effect'. Marks and auras as a method of aggro control is stupidly pointless when you have a DM controlling the monsters who can do it better than terrible, weak mechanics anyways. Aggro and marks are for computers that are terrible at making decisions about what to attack.
Marks don't even vaguely resemble aggro. It's actually a good idea. It's just that 4e has giant fucking loopholes that make many marks useless without optimization through clever use of readied actions by monsters (or just shift+charge). But the rough idea is actually pretty good and very salvageable.
And are you suggesting the DM should fucking play his monsters dumb so they don't go beat the shit out of the wizard or something? Because I can't make heads or tails of "Marks and auras as a method of aggro control is stupidly pointless when you have a DM controlling the monsters who can do it better than terrible, weak mechanics anyways". Because seriously, either wizards don't really need a frontline (i.e. well played 3e wizards), they get faceraped by monsters, the DM just plays them dumb to humor the players and fix a system problem, or there's a good system of zones of control and/or marking and punishment. Options 1 and 4 are the only one of those that don't blow chunks. If you don't like option 1, then option 4 it is.
In 3.5 the player made all the saves rather than having them be passive defenses, and was always making saves when it wasn't their turn, often several times. 4e just shifted which rolls the players were making. It's pretty clear you have absolutely no clue what so ever what you're talking about with regards to 3.x because this point alone should have been blindingly obvious to even the most idiotic player.
I'm pretty sure the point is that in 4e, you make saving throws on your own turn (with a few exceptions). Whereas in 3e, many spells don't have continuing saving throws. So you roll a saving throw once on someone else's turn.
It's actually a good idea in the case of unopposed rolls to consolidate all rolling for attacks to either defender or attacker rather than having different cases depending on the attack.
Removal of temporary ability score modifiers.
Not seeing that as a good thing.
Temporary ability score modifiers are a terrible idea. Why? Because then everything that references that ability score needs to be changed. This slows down play.
Incidentally, this is also why having too many temporary modifiers even without the additional layer of referencing something else (like 4e's tiny little modifiers) is also a terrible idea.
Yeah, they have less crazy bonus types because they have fewer books and less conceptual space to create bonuses due to putting everything into the power + item system and stripping out everything else.
Actually, bonus typing was just dumb in the first place. Continually adding new types of bonuses is even dumber. Because it makes bonus stacking rules more complicated and benefits the player who dumpster dives to combine a bunch of different types of tiny bonuses together to get one huge bonus.
Numerical bonuses should be capped or better yet players should only be able to be affected by a certain number of buffs max. Buffing routines are fucking annoying, newbie unfriendly, and unthematic.