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<blockquote data-quote="Crazy Jerome" data-source="post: 5754831" data-attributes="member: 54877"><p>Then I'm not sure we are on the same page on the question, let alone the answer. What is a thought-demanding mechanical decision point in 4E that has this characteristic? Presumably, you don't mean things like, "the results are roughly what a fantasy character could achieve; now narrate how that happened." That isn't mechanical, though it does demand a certain way of thinking about the process.</p><p> </p><p>And in any case, I was hardly confining my comments to 4E. The history of people complaining about being drawn out of immersion by hit points or armor as AC is long and distinguished. <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>I do agree that the simplicity of hit points is their main virtue for immersion. To the extent that people enjoy them as an immersion mechanic, this is a big part of it. But you may have overlooked my point that this is learned behavior. <strong>Any</strong> new mechanic is anti-immersion for a gamer used to something else. If you want to control for that aspect, you must control for that by seeing how competing mechanics work with new players.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5754831, member: 54877"] Then I'm not sure we are on the same page on the question, let alone the answer. What is a thought-demanding mechanical decision point in 4E that has this characteristic? Presumably, you don't mean things like, "the results are roughly what a fantasy character could achieve; now narrate how that happened." That isn't mechanical, though it does demand a certain way of thinking about the process. And in any case, I was hardly confining my comments to 4E. The history of people complaining about being drawn out of immersion by hit points or armor as AC is long and distinguished. :) I do agree that the simplicity of hit points is their main virtue for immersion. To the extent that people enjoy them as an immersion mechanic, this is a big part of it. But you may have overlooked my point that this is learned behavior. [B]Any[/B] new mechanic is anti-immersion for a gamer used to something else. If you want to control for that aspect, you must control for that by seeing how competing mechanics work with new players. [/QUOTE]
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