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    Will you try the new "Death & Dying" rules now?

    I was going to quote the math at you, but amusingly enough you were the one who did it: The time for hoping that a lucky roll will heal you is past once you've received two strikes, because then you could very well die on your next round and that's obviously a crappy and terrible outcome...
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    Will you try the new "Death & Dying" rules now?

    I did the math for it myself, and "kill healing" is worth it as per those rules if the person you want to heal up has 4.5% or less of his HP remaining. Repeatedly attempting it is worth it if the healing spell in question cannot restore more than 4.5% of his HP. That said, I don't think you...
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    Game rules are not the physics of the game world

    ...yes, different game systems produce different worlds and feelings in play, even when they're supposedly based around the exact same thing. For instance, people can throw fireballs in MERP, but it's easy to conceive of a Lord of the Rings RPG based off of the exact same material where this is...
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    Game rules are not the physics of the game world

    You never really know what's a joke joke and what's a serious joke with those Malkavians.
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    Game rules are not the physics of the game world

    If it doesn't matter, I don't care save that I'll try to avoid positing events that are rules-impossible. Tavern brawls happen all the time, and assuming a rules system that provides that two 1st-level commoners can meaningfully hurt each other, people get hurt. They're not people that matter...
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    Game rules are not the physics of the game world

    Just as a point of order, a canon NPC (Dr. Netchurch) researched and discovered exactly what blood points are in-setting in Vampire: the Masquerade. Motes of Essence (and quite likely values of characters' attributes and abilities themselves, in the First Age) are things that were researched and...
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    Game rules are not the physics of the game world

    Well, now we're just going to say "nuh-uh" at each other. For me, the fluff has to follow naturally from the crunch, or it looks to me like someone just plain didn't think things through. So, er, nuh-uh.
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    Game rules are not the physics of the game world

    Irrelevant. I was saying that Risk was 100% "the rules" and 0% a simulation of anything - there's no story, no characters, no world. Saying that you know my preferences better than I do is amazingly arrogant. Regardless, you misjudged my preferences, so that's irrelevant: I don't at all want...
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    Game rules are not the physics of the game world

    I do not consider it lazy or devoid of imagination to assume that things the rules directly imply cannot happen in the game world, however, cannot happen.
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    New Article: Death and Dying

    Thanks for doing this math - seems like if you have resource-based healing you'd rather conserve, it'd worth it to fall on your sword and see if you recover or take two strikes first if you're below 4.75% of your maximum hit points. Of course, we don't know if this sort of resource-based healing...
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    D&D 4E Stephen Radney-MacFarland on Conversions and Adventures in 4e

    I hated it in the MMV because the pseudo-classed monsters presented weren't honestly compatible with anything except using them straight out of the book. There was no base, so of course I was stopped from using it.
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    Game rules are not the physics of the game world

    That's certainly true. However, as Kamikaze Midget replied, there are those of us who reject the first, second, and fourth "failures" you mentioned, because the rules of the RPG *directly* say it isn't so. It's a rough model in that it cannot accurately and completely model everything, nor...
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    Game rules are not the physics of the game world

    Uh, because Risk is a board game and we're playing the straight rules of the game. What they represent is totally abstract and totally unaddressed. I see no reason you shouldn't take d20 Modern's rules as the physics of the game, on the other hand. It's just likely to produce an unsatisfying...
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    New Article: Death and Dying

    That is annoyingly silly, but hard to abuse - it relies on getting that 27% chance of not dying and instead ending up with 25% of your maximum HP back from inflicting negative HP upon yourself, and that's a crappy gamble. EDIT: Best "abuse" I could see would be if you had limited-resource...
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    New Article: Death and Dying

    That's equivalent to a 15th-level 3e Fighter, without any equipment, with 14 Constitution. (12 HP at 1st level + average 7.5 HP/level for 14 levels = 117 HP)
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    New Article: Death and Dying

    (cross-posted from RPG.net) I think this one's pretty interesting, and look forward to seeing how it works in practice. I've been playing by "for (most) monsters, zero HP is dead" since my first 3e game, the exceptions being when monster healing is present. (Since with fast...
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    The Death of Simulation

    See, the WoD games are full of in-game rationalizations, from my point of view. There are a few things (the Masquerade itself) which receive "plot protection" above and beyond rationalization, but people will usually accept that because it's the premise: "Vampires exist, and control society...
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    The Death of Simulation

    There are definitely two camps among players who enjoy "Simulationist" play, and it's one of my biggest gripes with the divisions, since people who love it when their games simulate a reality and people who love it when their games simulate a genre are both lumped under "Simulationist", but they...
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    D&D 4E Stephen Radney-MacFarland on Conversions and Adventures in 4e

    Well, with the new system, you can't "extrapolate" statistics - I mean, if it's legal you could certainly just slap class levels on top of a monster or let someone play that monster as a character or whatever, but there's not necessarily any mechanical common ground whatsoever between two...
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