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D&D Older Editions, OSR, & D&D Variants
4e Monster Manual excerpt
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<blockquote data-quote="Plane Sailing" data-source="post: 4167905" data-attributes="member: 114"><p>No offence taken.</p><p></p><p>While it is the DMs job to make up the artistic flourishes, we are talking here about the basics of what is causing the guy damage (and why it is ongoing and stops when they save).</p><p></p><p>If the rules say "it causes infernal wounds that bleed nastily" or "the impaling trident causes continuing damage" you've got an idea about the kind of flourish that makes sense.</p><p></p><p>The pessimist in me thinks that maybe they didn't describe it so that PCs can't attempt any action (other than the saving throw) to reduce it - they can't choose to staunch their wounds/tear out the harpoon/dive into the water/whatever because it hasn't been defined. From a "gamist" point of view it simplifies things by eliminating the possibility of interactions with other options/spells/xploits etc, but from a "simulationist" point of view it offends my sensibilities by removing a sense of cause and effect.</p><p></p><p>FWIW I think my 1 minute version in my post above is a more interesting and compelling version of the trident which works from post a game and a simulation point of view <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4167905, member: 114"] No offence taken. While it is the DMs job to make up the artistic flourishes, we are talking here about the basics of what is causing the guy damage (and why it is ongoing and stops when they save). If the rules say "it causes infernal wounds that bleed nastily" or "the impaling trident causes continuing damage" you've got an idea about the kind of flourish that makes sense. The pessimist in me thinks that maybe they didn't describe it so that PCs can't attempt any action (other than the saving throw) to reduce it - they can't choose to staunch their wounds/tear out the harpoon/dive into the water/whatever because it hasn't been defined. From a "gamist" point of view it simplifies things by eliminating the possibility of interactions with other options/spells/xploits etc, but from a "simulationist" point of view it offends my sensibilities by removing a sense of cause and effect. FWIW I think my 1 minute version in my post above is a more interesting and compelling version of the trident which works from post a game and a simulation point of view :) Cheers [/QUOTE]
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