I’ve come to the recent conclusion that i was dead wrong about it. I could run that game like it was savage worlds, meaning that feeling and style, easily. I regret not understanding this version.
Hit points were never intended to be literally physical damage, but a combination of many intangible factors as well. But even in the early days, there were a lot of players who thought of it that way, and wanted things like wounds and bleeding and hit locations, and Gygax in particular argued against this, and critical hits/fails too btw, as contrary to the spirit of the game. Mechanics aside, I prefer to think of hp in that sense. In a system with few hp, it can be different. But not D&D raw. That said, I think you're right. A lot of us weren't receptive to it at the time, but 4e still has a lot to offer today.
what i keep asking myself is : could we somehow homebrew something that keeps some of the cool combat options of 4e but keep things grounded for gritty dungeon crawls, i.e. worrying about rope to descend into a pit, arrow traps etc. certain things like Eldarin teleport At Will abilities break this but i think we could still do cool options with combat to allow for an interesting middle ground between 'super hero' fantasy PCs and adventurers in the general sense
This is literally my least favorite 5e book. It repeted a lot of stuff from other books and fall back into the old "simple master, complex caster" and was just really uninspired. I guess it was really made for people liking older editions more
I’ve come to the recent conclusion that i was dead wrong about it. I could run that game like it was savage worlds, meaning that feeling and style, easily. I regret not understanding this version.
Me too. No doubt, you could run a badass game of 4e. Me, not so much.
The thing is 4E ia a great game, but not so good at dungeon crawls. Its good if you have important fights, not a lot of small ones
Hit points were never intended to be literally physical damage, but a combination of many intangible factors as well. But even in the early days, there were a lot of players who thought of it that way, and wanted things like wounds and bleeding and hit locations, and Gygax in particular argued against this, and critical hits/fails too btw, as contrary to the spirit of the game. Mechanics aside, I prefer to think of hp in that sense. In a system with few hp, it can be different. But not D&D raw. That said, I think you're right. A lot of us weren't receptive to it at the time, but 4e still has a lot to offer today.
what i keep asking myself is : could we somehow homebrew something that keeps some of the cool combat options of 4e but keep things grounded for gritty dungeon crawls, i.e. worrying about rope to descend into a pit, arrow traps etc. certain things like Eldarin teleport At Will abilities break this but i think we could still do cool options with combat to allow for an interesting middle ground between 'super hero' fantasy PCs and adventurers in the general sense
This is literally my least favorite 5e book. It repeted a lot of stuff from other books and fall back into the old "simple master, complex caster" and was just really uninspired. I guess it was really made for people liking older editions more