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Can a warlord "heal" an unconscious character
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4516208" data-attributes="member: 5143"><p>The fact that there is dice is completely unrelated. It is simply a narrative whose path is decided upon by a combination of the players, the DM, and the dice. Think of it as reading a book, but at every time there is a decision to be made, the players decide what their characters do...and whenever the situation is in doubt(Do the players defeat the monster, does someone die, do the enemies escape, and so on) the dice and the rules decide.</p><p></p><p>You are right that it is a rules heavy system. But it was kept vague on purpose. I can certainly tell that the designers were a mix of simulationists and narrativist. The language was kept simulationist to appease those who wanted it to be as simulationst as possible while the narrativists won a number of battles regarding how the rules would work.</p><p></p><p>The idea being that you can EITHER view being stabbed and at negative hitpoints as actually dying and close to death that the person miraculously recovered from OR you can view it as not a big deal and possibly haven taken no damage at all. The game supplies the rules, you provide the description to your taste.</p><p></p><p>D&D simulates nothing except the rules of D&D. They just received so many complaints about the rules being bad in every edition that they actually had a team dedicated to making rules. And not just any rules...but playable, fun, practical rules. And a number of decisions (fairly obvious ones) were made that favored playability over simulationism or narrativism. The idea being that it's more fun simply to be able to continually play without worrying that the world is going to end because you got stabbed with a sword and are out of healing magic. And it's more fun to be the one who saves the world than the one who let it be destroyed because you had only 2 hitpoints left.</p><p></p><p>So, the mechanics reflect that. The world they describe still simulates a reality of sorts. It creates better stories than older editions, however. But it concerns itself less about that and more about how much fun a bunch of friends who get together to save princesses and kill orcs will have.</p><p></p><p></p><p>As other people have said, they are simply names for rules mechanics. If you replaced them with other words that were less familiar the game would be 100% narrativist.</p><p></p><p>So, for instance, "When your characters LUCK points drop to 0 or fewer, you become EXHAUSTED and are IN DANGER."</p><p></p><p>EXHAUSTED: Your character becomes prone and cannot take any actions.</p><p></p><p>IN DANGER: When you are IN DANGER, you must make FATE saves on your turn. If you fail 3 FATE saves your character dies. If you receive any LUCK points while you are IN DANGER then you go to 0 LUCK points before gaining the LUCK points. You are also no longer EXHAUSTED or IN DANGER.</p><p></p><p>If it was truly simulationist, the definition of what is going on in the game shouldn't be able to be changed simply by changing the names of the things involved.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4516208, member: 5143"] The fact that there is dice is completely unrelated. It is simply a narrative whose path is decided upon by a combination of the players, the DM, and the dice. Think of it as reading a book, but at every time there is a decision to be made, the players decide what their characters do...and whenever the situation is in doubt(Do the players defeat the monster, does someone die, do the enemies escape, and so on) the dice and the rules decide. You are right that it is a rules heavy system. But it was kept vague on purpose. I can certainly tell that the designers were a mix of simulationists and narrativist. The language was kept simulationist to appease those who wanted it to be as simulationst as possible while the narrativists won a number of battles regarding how the rules would work. The idea being that you can EITHER view being stabbed and at negative hitpoints as actually dying and close to death that the person miraculously recovered from OR you can view it as not a big deal and possibly haven taken no damage at all. The game supplies the rules, you provide the description to your taste. D&D simulates nothing except the rules of D&D. They just received so many complaints about the rules being bad in every edition that they actually had a team dedicated to making rules. And not just any rules...but playable, fun, practical rules. And a number of decisions (fairly obvious ones) were made that favored playability over simulationism or narrativism. The idea being that it's more fun simply to be able to continually play without worrying that the world is going to end because you got stabbed with a sword and are out of healing magic. And it's more fun to be the one who saves the world than the one who let it be destroyed because you had only 2 hitpoints left. So, the mechanics reflect that. The world they describe still simulates a reality of sorts. It creates better stories than older editions, however. But it concerns itself less about that and more about how much fun a bunch of friends who get together to save princesses and kill orcs will have. As other people have said, they are simply names for rules mechanics. If you replaced them with other words that were less familiar the game would be 100% narrativist. So, for instance, "When your characters LUCK points drop to 0 or fewer, you become EXHAUSTED and are IN DANGER." EXHAUSTED: Your character becomes prone and cannot take any actions. IN DANGER: When you are IN DANGER, you must make FATE saves on your turn. If you fail 3 FATE saves your character dies. If you receive any LUCK points while you are IN DANGER then you go to 0 LUCK points before gaining the LUCK points. You are also no longer EXHAUSTED or IN DANGER. If it was truly simulationist, the definition of what is going on in the game shouldn't be able to be changed simply by changing the names of the things involved. [/QUOTE]
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Can a warlord "heal" an unconscious character
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