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L&L: Putting the Vance in Vancian
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<blockquote data-quote="Bedrockgames" data-source="post: 5840686" data-attributes="member: 85555"><p>I am also in the immersionist camp on this one and would say (as i have done before) it is fundamentally about believabillity, not creating a physics engine. So any mechanics that seriously disrupt immersion by creating glaring instances of inconsistency or disconnect between me and the game world are a problem. Levels and exp are really not that much of an issue here (and there are not that many alternatives for a class based system). As long as xp progression makes a modicum of sense (getting a bunch of xp for killing a dragon is reasonable, but gaining xp for completing a storyline is iffy for me); and dont forget about the old ad&d training rules for advancement.</p><p></p><p>HP is a bit abstract and doesnt model wounds well but as a simple and broad method it works well provided the gm is consistent. The issue is D&D is heroic, so characters aren't supposed to drop like flies. HP in older editions worked well enough for me, it was really the introduction of healing surges and such that went a step too far for my taste. For D&D, i like HP. For other games I usually favor a gritty wound system.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 5840686, member: 85555"] I am also in the immersionist camp on this one and would say (as i have done before) it is fundamentally about believabillity, not creating a physics engine. So any mechanics that seriously disrupt immersion by creating glaring instances of inconsistency or disconnect between me and the game world are a problem. Levels and exp are really not that much of an issue here (and there are not that many alternatives for a class based system). As long as xp progression makes a modicum of sense (getting a bunch of xp for killing a dragon is reasonable, but gaining xp for completing a storyline is iffy for me); and dont forget about the old ad&d training rules for advancement. HP is a bit abstract and doesnt model wounds well but as a simple and broad method it works well provided the gm is consistent. The issue is D&D is heroic, so characters aren't supposed to drop like flies. HP in older editions worked well enough for me, it was really the introduction of healing surges and such that went a step too far for my taste. For D&D, i like HP. For other games I usually favor a gritty wound system. [/QUOTE]
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L&L: Putting the Vance in Vancian
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