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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Manbearcat" data-source="post: 7462987" data-attributes="member: 6696971"><p>I don’t want to dig down too deeply into the rest of the hacking required, because I was trying to solicit solely the visceral reaction from [MENTION=6698278]Emerikol[/MENTION] . I’m inthe same camp as [MENTION=6688937]Ratskinner[/MENTION] ; the reaction to one type of mechanics or information organization versus another is primarily because of familiarity or the internalization of a set of stuff into a mental framework that you’ve settled into permanently.</p><p></p><p>So what is the visceral reaction to a set of mechanics which are low mental overhead, much more internally consistent than HPs when modeling biological interactions...yet unfamiliar.</p><p></p><p>But just a brief foray into your question:</p><p></p><p>1) No, these are not my own ideas (we can discuss the source later).</p><p></p><p>2) All you would have to do is:</p><p></p><p>a) sub out current HP and condition mechanics and interactions for Harm levels (eg give Mooks no Harm box- everything is Harm 4, make a level one spell that inflicts x condition do y Harm). This would include deriving present system maths:Harm and Saving Throws at your discretion.</p><p></p><p>b) sorting out Armor and mitigation abilities that step down Harm levels (or stop it outright) or Saving Throw interaction.</p><p></p><p>c) sort out recovery (and spell interactions).</p><p></p><p>It would be some effort, but not too terribly much for a GM/player that (i) cares and (ii) likes to hack/tinker....which isnt exactly non-pervasive in our hobby!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7462987, member: 6696971"] I don’t want to dig down too deeply into the rest of the hacking required, because I was trying to solicit solely the visceral reaction from [MENTION=6698278]Emerikol[/MENTION] . I’m inthe same camp as [MENTION=6688937]Ratskinner[/MENTION] ; the reaction to one type of mechanics or information organization versus another is primarily because of familiarity or the internalization of a set of stuff into a mental framework that you’ve settled into permanently. So what is the visceral reaction to a set of mechanics which are low mental overhead, much more internally consistent than HPs when modeling biological interactions...yet unfamiliar. But just a brief foray into your question: 1) No, these are not my own ideas (we can discuss the source later). 2) All you would have to do is: a) sub out current HP and condition mechanics and interactions for Harm levels (eg give Mooks no Harm box- everything is Harm 4, make a level one spell that inflicts x condition do y Harm). This would include deriving present system maths:Harm and Saving Throws at your discretion. b) sorting out Armor and mitigation abilities that step down Harm levels (or stop it outright) or Saving Throw interaction. c) sort out recovery (and spell interactions). It would be some effort, but not too terribly much for a GM/player that (i) cares and (ii) likes to hack/tinker....which isnt exactly non-pervasive in our hobby! [/QUOTE]
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