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<blockquote data-quote="WayneLigon" data-source="post: 4011201" data-attributes="member: 3649"><p>Vesna Vulović holds the Guinness Book of Records world record for surviving the highest fall without a parachute: 10,160 meters (<strong>33,316 feet</strong>).</p><p></p><p>She was pretty banged up but I'd certainly call that lucky <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></p><p></p><p>The notion that you somehow become supernaturally tougher and stronger, your skin or body somehow <em>changes </em> as you go up in levels, going from a state where a dagger wound is dangeous to you being able to survive walking through fire is simply doesn't stand up. </p><p></p><p>Look at movies, books, etc. I mean really <em>watch </em> them. Great heroes don't <em>take </em> wound after wound after wound. They dodge. They don't get hit. They block. They get the hell out of the way of damage. Then one or two good blows bring them down. <em>Conan </em> didn't take wound after wound after wound. He wore armor and he got out of the way of most blows (luck, skills etc - IE, abstract); but a wine bottle or kosh in an unwary moment and he folded like a sack of flour just as most other people would. He'd get cut but he wouldn't take 20-30 wounds like a D&D character would if D&D was a non-abstract system; he'd take a half-dozen good blows where most people would fold after 1-2 of that magnitude. That's what made him the greatest warrior of his age. Same applies to John McLane. </p><p></p><p>Y'all simply have to accept that D&D <em>has </em> an abstract combat system. It isn't something that's really up for debate or arguement. Yes, there are places where it doesn't work as well - falling, poison and a couple other things - but that's the price you pay when you want an abstract system and a system that is clean and simple to use. Some things get sacrificed for a fast play experience. Do y'allunderstand what that means? It means that sometimes design ideas must trump accuracy or simulation in order for the play experience to be quick and clean. </p><p></p><p>There have been a huge number of house rules about hit points and all that and none of them have survived because they do one of twothings (1) they complicate things to the point that no-one bothers with the sub system (2) they make the game too deadly to be fun. </p><p></p><p>Yes, we could have a system whereby a cleric's healing spell gives you back, say, up to your CON in hit points. It would pretty much suck to be a cleric then, wouldn't it? We don't want the cleric to suck and we want some means of getting back hit points so the healing spells 'bring back luck' and so-on and so-forth. That's just something you have to handwave and live with to gain a speedy and simple play experience. That's just the way game design works and the sooner some people buckle down and accept that, the better off we'll all be.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 4011201, member: 3649"] Vesna Vulović holds the Guinness Book of Records world record for surviving the highest fall without a parachute: 10,160 meters ([B]33,316 feet[/B]). She was pretty banged up but I'd certainly call that lucky :) The notion that you somehow become supernaturally tougher and stronger, your skin or body somehow [I]changes [/I] as you go up in levels, going from a state where a dagger wound is dangeous to you being able to survive walking through fire is simply doesn't stand up. Look at movies, books, etc. I mean really [I]watch [/I] them. Great heroes don't [I]take [/I] wound after wound after wound. They dodge. They don't get hit. They block. They get the hell out of the way of damage. Then one or two good blows bring them down. [I]Conan [/I] didn't take wound after wound after wound. He wore armor and he got out of the way of most blows (luck, skills etc - IE, abstract); but a wine bottle or kosh in an unwary moment and he folded like a sack of flour just as most other people would. He'd get cut but he wouldn't take 20-30 wounds like a D&D character would if D&D was a non-abstract system; he'd take a half-dozen good blows where most people would fold after 1-2 of that magnitude. That's what made him the greatest warrior of his age. Same applies to John McLane. Y'all simply have to accept that D&D [I]has [/I] an abstract combat system. It isn't something that's really up for debate or arguement. Yes, there are places where it doesn't work as well - falling, poison and a couple other things - but that's the price you pay when you want an abstract system and a system that is clean and simple to use. Some things get sacrificed for a fast play experience. Do y'allunderstand what that means? It means that sometimes design ideas must trump accuracy or simulation in order for the play experience to be quick and clean. There have been a huge number of house rules about hit points and all that and none of them have survived because they do one of twothings (1) they complicate things to the point that no-one bothers with the sub system (2) they make the game too deadly to be fun. Yes, we could have a system whereby a cleric's healing spell gives you back, say, up to your CON in hit points. It would pretty much suck to be a cleric then, wouldn't it? We don't want the cleric to suck and we want some means of getting back hit points so the healing spells 'bring back luck' and so-on and so-forth. That's just something you have to handwave and live with to gain a speedy and simple play experience. That's just the way game design works and the sooner some people buckle down and accept that, the better off we'll all be. [/QUOTE]
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