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Hit Points. Did 3.0 Or 3.5 Get it Right?
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<blockquote data-quote="Celebrim" data-source="post: 9253650" data-attributes="member: 4937"><p>Alright. I agree you understand the problem.</p><p></p><p>But I don't understand how what you are declaring is the solution is a system design issue rather than an encounter design issue.</p><p></p><p></p><p></p><p>Agreed, but that seems to be a tangential comment. If the problem is, "I need to get over the wall", then different characters might have different approaches to the problem such as "I jump over the wall", "I cast a spell that lets me levitate.", "I shape change into a bird", "I summon a spirit to carry me over the wall", "I ride my giant hornet steed over the wall." as well as the more straightforward "I climb the wall", and additionally you might have dynamics of "I'm the problem solver here." such as "I climb the wall and let down a rope for others to use." or "I use telekinesis to lift us all over the wall." Additionally, climbing might not be the only way to deal with the wall - they might break through it like the juggernaut, teleport to the other side, find a side door and unlock it, disguise themselves as a servant or teamster and con their way through the gate, or turn invisible and sneak through the gate when it is opened for another party. But none of that is particularly relevant to the problems that explain why high-level play starts breaking down nor does any of that have anything to do with fortune mechanics or system but rather simply how capable the GM is with dealing with broad approaches to problem solving both in designing for it and handling it when it happens.</p><p></p><p></p><p></p><p>This is where your explanation starts really breaking down for me. I can't think of a single system that has fortune and doesn't have "use randomness to determine if you were lucky enough to win" (whether roll high, roll low, or roll enough successes). The gameplay always exists above that and the fortune always represents risks for players to evaluate in their declared move as well as the arbiter of success. You've provided no counterexample nor is it obvious what the counterexample would be.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9253650, member: 4937"] Alright. I agree you understand the problem. But I don't understand how what you are declaring is the solution is a system design issue rather than an encounter design issue. Agreed, but that seems to be a tangential comment. If the problem is, "I need to get over the wall", then different characters might have different approaches to the problem such as "I jump over the wall", "I cast a spell that lets me levitate.", "I shape change into a bird", "I summon a spirit to carry me over the wall", "I ride my giant hornet steed over the wall." as well as the more straightforward "I climb the wall", and additionally you might have dynamics of "I'm the problem solver here." such as "I climb the wall and let down a rope for others to use." or "I use telekinesis to lift us all over the wall." Additionally, climbing might not be the only way to deal with the wall - they might break through it like the juggernaut, teleport to the other side, find a side door and unlock it, disguise themselves as a servant or teamster and con their way through the gate, or turn invisible and sneak through the gate when it is opened for another party. But none of that is particularly relevant to the problems that explain why high-level play starts breaking down nor does any of that have anything to do with fortune mechanics or system but rather simply how capable the GM is with dealing with broad approaches to problem solving both in designing for it and handling it when it happens. This is where your explanation starts really breaking down for me. I can't think of a single system that has fortune and doesn't have "use randomness to determine if you were lucky enough to win" (whether roll high, roll low, or roll enough successes). The gameplay always exists above that and the fortune always represents risks for players to evaluate in their declared move as well as the arbiter of success. You've provided no counterexample nor is it obvious what the counterexample would be. [/QUOTE]
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