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Can mundane classes have a resource which powers abilities?
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<blockquote data-quote="Neonchameleon" data-source="post: 6289986" data-attributes="member: 87792"><p>Some massive bruising and cracked ribs is identical to a very effective hit from a battle<em>axe? </em>Those things have edges for a reason. And humans have skulls and necks. And ribs that aren't as hard as iron. Besides, cracked ribs aren't negative hp - they aren't a knockout.</p><p></p><p></p><p> </p><p>Indeed. But where everyone who complains about disassociated mechanics goes wrong is thinking that the mapping should be bijective. That because the world maps to the rules then the rules by the same token map to the game world. Hit points, as explained by Gygax (a point you haven't engaged with) take into account a number of different factors including skill, luck, divine protection, and fatigue. There is nothing at all wrong in mapping half a dozen complex variables into one single factor, as D&D and most other RPGs do. But where your entire approach is falling down is then trying to claim that this one outcome can be mapped back directly into the effects on the gameworld - and this mapping will be consistent.</p><p></p><p></p><p></p><p>This is true.</p><p></p><p></p><p></p><p>Because luck, skill, morale, and divine protection are all objective factors. The unique part was that 3.X <em>did</em> try to claim that everything was objective most of the time.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6289986, member: 87792"] Some massive bruising and cracked ribs is identical to a very effective hit from a battle[I]axe? [/I]Those things have edges for a reason. And humans have skulls and necks. And ribs that aren't as hard as iron. Besides, cracked ribs aren't negative hp - they aren't a knockout. Indeed. But where everyone who complains about disassociated mechanics goes wrong is thinking that the mapping should be bijective. That because the world maps to the rules then the rules by the same token map to the game world. Hit points, as explained by Gygax (a point you haven't engaged with) take into account a number of different factors including skill, luck, divine protection, and fatigue. There is nothing at all wrong in mapping half a dozen complex variables into one single factor, as D&D and most other RPGs do. But where your entire approach is falling down is then trying to claim that this one outcome can be mapped back directly into the effects on the gameworld - and this mapping will be consistent. This is true. Because luck, skill, morale, and divine protection are all objective factors. The unique part was that 3.X [I]did[/I] try to claim that everything was objective most of the time. [/QUOTE]
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Can mundane classes have a resource which powers abilities?
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