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2024 D&D is 2014 D&D with 4E sprinkled on top
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<blockquote data-quote="EzekielRaiden" data-source="post: 9593544" data-attributes="member: 6790260"><p>Oh, <em>many</em> possible options!</p><p></p><p>1: The pixie overexerted itself flying so hard and so fast, it did in fact have a heart attack!</p><p>2: To dodge so deftly without any injury, the pixie had to drain too much of its strength, and fell to the ground, <em>functionally</em> dying unless aided by someone else. Fatigue is very literally how prehistoric humans did hunting, it's called "persistence hunting."</p><p>3: You missed with the <em>edge</em> of the blade, which is what does the real damage, but you still hit with the <em>flat</em> of the blade--and a MAYBE one-pound pixie being slapped with the flat of a sword will still feel quite a bit of hurt. Given it was (presumably) already heavily injured, that slap is enough to end it.</p><p>4: It cannot actually die from such automatic damage. It's simply unconscious at 0, as when using the optional rules for dealing nonlethal damage (which only apply to melee attacks, not ranged attacks nor ranged spells).</p><p>5: It isn't the <em>sword</em> that put it into a "dying" state. It was the fall to the ground <em>after</em> dodging the sword.</p><p></p><p>You can "strongly dislike" doing this all you like. It is <em>the</em> method for working with rules that are not <em>and cannot be</em> 100% perfectly intuitive. Because, as I have so often said, the map is not the territory, it is simply, flatly not possible to have rules that always put out perfectly intuitive results all of the time. Hell, it's extremely difficult to even make rules that produce intuitive results even a solid majority of the time. There is always, necessarily, <em>some</em> amount of needing to expand or advance the fiction in order to explain a particular result. Ideally, the vast majority of that effort should be maximally naturalistic. It will <em>always</em> involve at least a little of inventing something new--and sometimes you will need to exercise creativity to explain it. That isn't a problem. It's the nature of playing a game with abstract rules, which the rules always will be because we aren't LARPing.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9593544, member: 6790260"] Oh, [I]many[/I] possible options! 1: The pixie overexerted itself flying so hard and so fast, it did in fact have a heart attack! 2: To dodge so deftly without any injury, the pixie had to drain too much of its strength, and fell to the ground, [I]functionally[/I] dying unless aided by someone else. Fatigue is very literally how prehistoric humans did hunting, it's called "persistence hunting." 3: You missed with the [I]edge[/I] of the blade, which is what does the real damage, but you still hit with the [I]flat[/I] of the blade--and a MAYBE one-pound pixie being slapped with the flat of a sword will still feel quite a bit of hurt. Given it was (presumably) already heavily injured, that slap is enough to end it. 4: It cannot actually die from such automatic damage. It's simply unconscious at 0, as when using the optional rules for dealing nonlethal damage (which only apply to melee attacks, not ranged attacks nor ranged spells). 5: It isn't the [I]sword[/I] that put it into a "dying" state. It was the fall to the ground [I]after[/I] dodging the sword. You can "strongly dislike" doing this all you like. It is [I]the[/I] method for working with rules that are not [I]and cannot be[/I] 100% perfectly intuitive. Because, as I have so often said, the map is not the territory, it is simply, flatly not possible to have rules that always put out perfectly intuitive results all of the time. Hell, it's extremely difficult to even make rules that produce intuitive results even a solid majority of the time. There is always, necessarily, [I]some[/I] amount of needing to expand or advance the fiction in order to explain a particular result. Ideally, the vast majority of that effort should be maximally naturalistic. It will [I]always[/I] involve at least a little of inventing something new--and sometimes you will need to exercise creativity to explain it. That isn't a problem. It's the nature of playing a game with abstract rules, which the rules always will be because we aren't LARPing. [/QUOTE]
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