On the "knowing how much the target is healed", this is why I initially invited [MENTION=95493]Tovec[/MENTION] to tell me how each target looks after receiving healing. Presumably the difference between 1 hp of dying and 99 hp out of 100 is visible to the trained eye?I think I understand your point better. That could be divine agency. The healer wants to heal (organic behavior). The result is up to the gods (how much healing occurs). And/or since the healing is subjective and abstract, the healer doesn't necessarily know much the commoner or hero is healed. That's why in my games, the recipient of the healing implicitly or explicitly asks for healing. All of the above can lead to naturalistic behavior. Therefore, still not comparable to damage on a miss for me.
But you only have to "pop out" for the resolution of the attack. Then you re-immerse for things like resolving your movement, your conversation with allies, your observation of the battlefield, etc.the primary playstyle that has problems with damage-on-a-miss is not the one that's popping out for the entire duration of combat.
OK, so the difference from healing is that it only comes up intermittently?if fictional cohesiveness is maintained like blinking, then blinking only occasionally is ideal if you prefer to be in-character such that you only go into metagame mode between those half-second blinks.
I understand the preferences, in the sense that I know they are there, and I believe that they are grounded mostly in habit and familiarity. I find it frustrating when they are presented as if they were some sort of last word on what counts as good or bad in RPG play.I care only about the believability (and other problems) of damage-on-a-miss when combat is not 'popped out' for the entire duration. If that's not the conversation we're having, then let's not continue.
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you've read all the people who described that it was not believable. If a person doesn't feel that GWF leads to believable behavior, then it's not empowering the player in that context. No matter what you state about it.
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I know you didn't call this partner unreasonable or anything like that, but now you're saying you don't understand her preferences?
What do you mean by "but" and "have to"? Are you saying that this playstyle (which I continue to believe that you don't quite understand) doesn't "have to" a be certain way (in order to accomodate acceptance of the rule)? Does your playstyle "have to" be a certain way? Isn't that kind of statement a bit... mmm... ineffective?But you only have to "pop out" for the resolution of the attack. Then you re-immerse for things like resolving your movement, your conversation with allies, your observation of the battlefield, etc.the primary playstyle that has problems with damage-on-a-miss is not the one that's popping out for the entire duration of combat.
I find this difficult to answer. I'm not sure how to describe differences when I don't agree with the premise of the similarity in the first place.OK, so the difference from healing is that it only comes up intermittently?
First, of all "habit and familiarity" remains your perception. The art example I gave is a lot more complicated than that. Appreciation of art or lack therefore is not just habit. In fact, if someone said "that's just habit", then I consider it dismissive, because it implies the behavior is rational only because of habituation and there cannot be any rational reason for the origin of and continuation of the habit. BTW, habits can be very productive and positive, because you don't have to consciously remind yourself to do important tasks, which would be mental clutter, you just do it. Whereas, if you think it's a bad habit, just say so). So, for what it's worth, I would find it equally frustrating if "it's just habit" is presented as if it were some sort of last word against what counts as good or bad in RPG play.I understand the preferences, in the sense that I know they are there, and I believe that they are grounded mostly in habit and familiarity. I find it frustrating when they are presented as if they were some sort of last word on what counts as good or bad in RPG play.
I don't remember reading about all the people saying your game doesn't make sense, and you should probably focus that kind of argument against those who have actually claimed that against your game. Or suss out whether they are talking about your game.On that, preumably you've read all the people saying that my game doesn't make sense, and I don't care about believability/sensibleness/cohesion/verismilitude. Also that I hate D&D. This is primarily what I'm objecting to.
I don't care what people do or don't like. I do care about them taking potshots at my playstyle, and telling me that it is "only commonsense" that I should have my preference relegated to a quarantined module. My point is that damage-on-a-miss can be part of a believable, verisimilitudinous, D&D-loving RPG experience. And that those who dislike it don't have some sort of monopoly on being "genuine" D&D players
I don't understand. You remained popped in immersion for the entire combat if you wanted to?I also find it somewhat ironic that I, who am supposedly the hater and the one departing from tradition, am the one who doesn't actually hate (or at best tolerate) the mechanics, and who therefore doesn't have to "pop in" and "pop out" of immersion in order to play the game (at least, 4e) in accordance with its rules.
Yes. The presence of damage on a miss is not an obstacle to my immersion in the game. It supports it, by reinforcing the key fiction around the PC in question - namely, a relentless dreadnought.I don't understand. You remained popped in immersion for the entire combat if you wanted to?
Huh. I gotta be honest. Nothing I've ever read from your posts would give me any indication of that. Are you immersed in 1st person / in-character, or immersed in the story in author/director stance?Yes. The presence of damage on a miss is not an obstacle to my immersion in the game. It supports it, by reinforcing the key fiction around the PC in question - namely, a relentless dreadnought.]
Huh. I gotta be honest. Nothing I've ever read from your posts would give me any indication of that. Are you immersed in 1st person / in-character, or immersed in the story in author/director stance?
[MENTION=4937]Celebrim[/MENTION], what you describes matches my gaming experience. Thanks for elucidating that much better than I did!
Huh? I'm just asking him. It's called Asking Someone Something in Order to Understand Them Better. You should try it sometime.Does it have to be one or the other?
Huh? I'm just asking him. It's called Asking Someone Something in Order to Understand Them Better. You should try it sometime.
No offense taken.Let me be frank and hopefully not offensive:
Consider this the messy nature of a forum. Gamist overlay is analogous, not a homologous.Health bars?!?? WTH??? Pop-ups? Gamists overlays? This is this a PnP game you are playing or a cRPG? I don't recognize the game being described at all.