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<blockquote data-quote="Ruin Explorer" data-source="post: 7993409" data-attributes="member: 18"><p>But HP don't mimic that all. The crew aren't dead because they <em>almost never get hit.</em> This is exactly what I mean. You're making my point for me, frankly!</p><p></p><p>If you change HP to plot armour, which stops you being hit <em>at all i</em>n most cases (rather than getting nickle-and-dimed as you are in 5E), then suddenly you have something that looks a bit closer.</p><p></p><p>This is exactly what I'm saying re: AC and HP. Wearing armour in action movies and Star Trek and so on does not make you get hit less. But it does in D&D. And people generally just don't get hit in these sort of movies/shows, and if they do, it tends to be bad - often real bad. This is what VP/WP was trying to mimic (with limited success).</p><p></p><p>If we change where AC comes from, into like Rank + (Class-based Stat Mod), and change HP so that they aren't "you got hit but it didn't matter" to "you didn't get hit yet", then we're getting somewhere at least, at least for a Star Trek-type game. For an action-movie type game, level 1 is just never going to work. No action movie character has that little plot-armour, nor do they gain so much in their career. So you also have to change HP scaling. But that's a less issue, maybe, if you start with 30 HP and only gain 3HP/level or something (no CON mod, because HP are plot armour, not CON - CON instead maybe lets you survive injuries that get past HP better).</p><p></p><p>We still haven't solved the gun problem. With Star Trek, with no ammo, and phasers blazing, it's not a big issue. Yes we can just say you might have missed a few times. If you rolled a 1, one of your misses maybe caused a problem (not necessarily a farce-type problem).</p><p></p><p>With a modern gun situation, in an action-movie context, it's a bit trickier because some people in these movies fire single accurate shots, and some don't. Not sure what the best solution is re: ammo, but maybe we have some classes have a special ability to only use 1 round/attack with guns that normally use multiple rounds/attack. And some guns only fire once/attack, but others fire multiple times. And rolling 1 probably means you ran out of ammo.</p><p></p><p>Anyway, point is, you need to change some basic assumptions to make it work well.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7993409, member: 18"] But HP don't mimic that all. The crew aren't dead because they [I]almost never get hit.[/I] This is exactly what I mean. You're making my point for me, frankly! If you change HP to plot armour, which stops you being hit [I]at all i[/I]n most cases (rather than getting nickle-and-dimed as you are in 5E), then suddenly you have something that looks a bit closer. This is exactly what I'm saying re: AC and HP. Wearing armour in action movies and Star Trek and so on does not make you get hit less. But it does in D&D. And people generally just don't get hit in these sort of movies/shows, and if they do, it tends to be bad - often real bad. This is what VP/WP was trying to mimic (with limited success). If we change where AC comes from, into like Rank + (Class-based Stat Mod), and change HP so that they aren't "you got hit but it didn't matter" to "you didn't get hit yet", then we're getting somewhere at least, at least for a Star Trek-type game. For an action-movie type game, level 1 is just never going to work. No action movie character has that little plot-armour, nor do they gain so much in their career. So you also have to change HP scaling. But that's a less issue, maybe, if you start with 30 HP and only gain 3HP/level or something (no CON mod, because HP are plot armour, not CON - CON instead maybe lets you survive injuries that get past HP better). We still haven't solved the gun problem. With Star Trek, with no ammo, and phasers blazing, it's not a big issue. Yes we can just say you might have missed a few times. If you rolled a 1, one of your misses maybe caused a problem (not necessarily a farce-type problem). With a modern gun situation, in an action-movie context, it's a bit trickier because some people in these movies fire single accurate shots, and some don't. Not sure what the best solution is re: ammo, but maybe we have some classes have a special ability to only use 1 round/attack with guns that normally use multiple rounds/attack. And some guns only fire once/attack, but others fire multiple times. And rolling 1 probably means you ran out of ammo. Anyway, point is, you need to change some basic assumptions to make it work well. [/QUOTE]
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