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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Lanefan" data-source="post: 7463649" data-attributes="member: 29398"><p>The Harm model is obviously going to be much better at providing (mostly) clear information to the player through the in-character observable effects of being hit.</p><p></p><p>What this means is the player decisions will be based on simple observation...which could even be inaccurate at times: what if the chieftain goes to show off his strength but the rock formation makes its save? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>In that regards I see it as providing more accurate (usually) information to the player, while at the same time being more immersive in that you're not in numbers mode as much. You're going to take far more notice of where the cliff is, for example, as getting punted off it is likely gonna kill you; where in the h.p. model it'll only kill you if you've already taken a pounding (ignoring massive-damage rules for the moment) and the player will meta-know that (even if the character doesn't) and likely use that info as part of her decision-making.</p><p></p><p>In short, with the exception of your idea of the PC being able to reduce Harm due to prowess/level/whatever, it's way less meta.</p><p></p><p>Is that more the sort of response you were after?</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7463649, member: 29398"] The Harm model is obviously going to be much better at providing (mostly) clear information to the player through the in-character observable effects of being hit. What this means is the player decisions will be based on simple observation...which could even be inaccurate at times: what if the chieftain goes to show off his strength but the rock formation makes its save? :) In that regards I see it as providing more accurate (usually) information to the player, while at the same time being more immersive in that you're not in numbers mode as much. You're going to take far more notice of where the cliff is, for example, as getting punted off it is likely gonna kill you; where in the h.p. model it'll only kill you if you've already taken a pounding (ignoring massive-damage rules for the moment) and the player will meta-know that (even if the character doesn't) and likely use that info as part of her decision-making. In short, with the exception of your idea of the PC being able to reduce Harm due to prowess/level/whatever, it's way less meta. Is that more the sort of response you were after? Lanefan [/QUOTE]
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