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Abstract HP
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<blockquote data-quote="SteveC" data-source="post: 4011573" data-attributes="member: 9053"><p>The thing is, the D&D HP system is only silly if you're looking to do something with it that it's not designed to do. Both Runequest and True20 are designed with different simulation goals in mind, so the people who play and like them <strong>are looking for that kind of game in the first place</strong>. When you play either of those games you're not looking for a "kick in the door heroics" style campaign, and the games support that fact.</p><p></p><p>Both Runequest and True20 have odd quirks about them as well, that grate on people who play them. Runequest has the "limbs a flyin'" issues, plus the fact that weapons get stuck and people have disastrous fumbles way more than would ever happen in reality. And while I like True20, I have come to despise it's damage save system, as I've had more than a few characters or NPCs get "stun locked" by the game into uselessness. </p><p></p><p>In both cases, those are my preferences showing. I don't want to bag on either of these games because people play and enjoy them quite a bit. When they're playing them, they're enjoying the differences in the combat system <strong>because that's what they were looking for in the first place</strong>. </p><p></p><p>My only problem comes when the discussion turns to how those systems are somehow "better" than classic HP. This is only true when you find that the classic HP model has enough flaws that merit changing it in a radical way.</p><p></p><p>Historically, and at the present time, the majority of gamers have stuck with D&D and its simple, abstract HP rather than go for something more realistic.</p><p></p><p>--Steve</p></blockquote><p></p>
[QUOTE="SteveC, post: 4011573, member: 9053"] The thing is, the D&D HP system is only silly if you're looking to do something with it that it's not designed to do. Both Runequest and True20 are designed with different simulation goals in mind, so the people who play and like them [B]are looking for that kind of game in the first place[/B]. When you play either of those games you're not looking for a "kick in the door heroics" style campaign, and the games support that fact. Both Runequest and True20 have odd quirks about them as well, that grate on people who play them. Runequest has the "limbs a flyin'" issues, plus the fact that weapons get stuck and people have disastrous fumbles way more than would ever happen in reality. And while I like True20, I have come to despise it's damage save system, as I've had more than a few characters or NPCs get "stun locked" by the game into uselessness. In both cases, those are my preferences showing. I don't want to bag on either of these games because people play and enjoy them quite a bit. When they're playing them, they're enjoying the differences in the combat system [B]because that's what they were looking for in the first place[/B]. My only problem comes when the discussion turns to how those systems are somehow "better" than classic HP. This is only true when you find that the classic HP model has enough flaws that merit changing it in a radical way. Historically, and at the present time, the majority of gamers have stuck with D&D and its simple, abstract HP rather than go for something more realistic. --Steve [/QUOTE]
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