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<blockquote data-quote="Caliburn101" data-source="post: 7456377" data-attributes="member: 6802178"><p>Do you have legal training, because you are dancing on the head of a pin with some skill.</p><p></p><p>There only needs be one ruleset for dying, but there will be many for taking away 'hit points' which you deliberately neglect to mention are generally used to kill the opponents.</p><p></p><p>Modiphius Conan has Resolve attacks and only one rule for dying (a Wound Track) - that does not mean S&S fantasy isn't intended to be lethal, and frequently so.</p><p></p><p>Putting the cart before the horse in such a way may score you points on the forums but fails any logical scrutiny. The number or rules for x or y is secondary to how often they are used, and as I have made clear - the number of times in any game (beyond corner cases) where death isn't the point of combat are a very small proportion. Those games where risk of death for PCs is not present or not credible is also very rare as rpg have combat and death front and centre as the predominant challenge scene, and there being no risk of failure in a scene robs it of gravity and catharsis upon achieving victory.</p><p></p><p>That was the point of the thread, and stating the entirely obvious point that sometimes resolution of a challenge isn't lethal does nothing to undermine my point. Combat, which is very, very usually lethal for someone involved it (NPCs mainly of course unless you are playing Paranoia) is dull if the players understand that their PCs cannot die. Just like a social challenge where they players know the King will fold and give them the support they need regardless of how inept they are, or a Cthulhu game where the investigators know they cannot go mad no matter how many things man was not meant to know, that they know...</p><p></p><p>It isn't my fault that most conflict resolutions are in the form of combat with lethal endings in rpgs.</p><p></p><p>That's down to the dark little corners of human nature - as reflected in rpgs the world over, which are written by the same species.</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7456377, member: 6802178"] Do you have legal training, because you are dancing on the head of a pin with some skill. There only needs be one ruleset for dying, but there will be many for taking away 'hit points' which you deliberately neglect to mention are generally used to kill the opponents. Modiphius Conan has Resolve attacks and only one rule for dying (a Wound Track) - that does not mean S&S fantasy isn't intended to be lethal, and frequently so. Putting the cart before the horse in such a way may score you points on the forums but fails any logical scrutiny. The number or rules for x or y is secondary to how often they are used, and as I have made clear - the number of times in any game (beyond corner cases) where death isn't the point of combat are a very small proportion. Those games where risk of death for PCs is not present or not credible is also very rare as rpg have combat and death front and centre as the predominant challenge scene, and there being no risk of failure in a scene robs it of gravity and catharsis upon achieving victory. That was the point of the thread, and stating the entirely obvious point that sometimes resolution of a challenge isn't lethal does nothing to undermine my point. Combat, which is very, very usually lethal for someone involved it (NPCs mainly of course unless you are playing Paranoia) is dull if the players understand that their PCs cannot die. Just like a social challenge where they players know the King will fold and give them the support they need regardless of how inept they are, or a Cthulhu game where the investigators know they cannot go mad no matter how many things man was not meant to know, that they know... It isn't my fault that most conflict resolutions are in the form of combat with lethal endings in rpgs. That's down to the dark little corners of human nature - as reflected in rpgs the world over, which are written by the same species. [/QUOTE]
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