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Adventuring Tactics Masterclass: Giants.
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<blockquote data-quote="Ridley's Cohort" data-source="post: 694099" data-attributes="member: 545"><p>Sorry for the digression folks, but I can't resist...</p><p></p><p></p><p></p><p>Bingo!</p><p></p><p>This is a "feature" of D&D. As a game mechanic, it has both pluses and minuses. As a simulation of combat, it is almost completely wrong.</p><p></p><p>In the real world, being seriously injured almost always reduces your effectiveness. In fact, superficial wounds -- deep bruises, broken bones, dislocations -- are often debilitating even if not life threatening. Injured muscles tire out very quickly. Internal hemoraging is rather complicated, but suffix to say that if you are nearly passing out from blood loss, your stamina isn't going to be very good.</p><p></p><p>Secondly, facing is a very important issue. D&D ignores it almost completely and throws in rather questionable threat zones and AoOs instead. I think these were very good choices as game mechanics, but downright awful as a simulation of a combat. Picking on a weakened foe will usually leave you open to devastating rear and flank attacks from an agile opponent.</p><p></p><p>Thirdly, we have suppression. It is actually much easier to distract a target than hurt the target. The best distraction is an attack. If you stop attacking someone, they are much more likely to land a well aimed blow.</p><p></p><p>The bottom line is trying to knock weakened foes has big potential downsides in the real world. Not that there aren't sometimes real good reasons to do so, but it is not the brilliant idea D&D mechanics might lead you to believe.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 694099, member: 545"] Sorry for the digression folks, but I can't resist... Bingo! This is a "feature" of D&D. As a game mechanic, it has both pluses and minuses. As a simulation of combat, it is almost completely wrong. In the real world, being seriously injured almost always reduces your effectiveness. In fact, superficial wounds -- deep bruises, broken bones, dislocations -- are often debilitating even if not life threatening. Injured muscles tire out very quickly. Internal hemoraging is rather complicated, but suffix to say that if you are nearly passing out from blood loss, your stamina isn't going to be very good. Secondly, facing is a very important issue. D&D ignores it almost completely and throws in rather questionable threat zones and AoOs instead. I think these were very good choices as game mechanics, but downright awful as a simulation of a combat. Picking on a weakened foe will usually leave you open to devastating rear and flank attacks from an agile opponent. Thirdly, we have suppression. It is actually much easier to distract a target than hurt the target. The best distraction is an attack. If you stop attacking someone, they are much more likely to land a well aimed blow. The bottom line is trying to knock weakened foes has big potential downsides in the real world. Not that there aren't sometimes real good reasons to do so, but it is not the brilliant idea D&D mechanics might lead you to believe. [/QUOTE]
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