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Can mundane classes have a resource which powers abilities?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6290353" data-attributes="member: 6775031"><p>Alright then, tell me which of those variables <em>doesn't</em> make sense from an in-game context. You know that plate armor is more likely to deflect/absorb a blow than leather or chain. You know that agile people are better at parrying and dodging. You know that strong people are more likely to get past your dodging/parrying/armor.</p><p></p><p>Your character in the game may not know the math with any great degree of certainty, but it is perfectly aware of all of those factors which go <em>into</em> the math, and how they relate to each other. Moreover, a lot of those factors <em>could</em> be learned, with a little bit of effort. (If you're training an army, you can practice with or without shields and you would learn the statistical likelihood that a shield would protect you from an attack, if you weren't already familiar with that from personal experience.)</p><p></p><p>Unless you are going out of your way to change the rules of the game - which is totally your prerogative, of course - it is a true fact that, all else the same, someone capable of lifting 100 lbs without slowing down is going to be 20% more likely to land a telling blow with a longsword than someone who would slow down while carrying just 34 lbs (using 3.5 numbers, because they're at hand). </p><p></p><p>Anyone who observes a great number of such combats is likely to notice this. They probably won't have enough data to figure out an exact percentage, but they'll get that strong = strong = dangerous, with an idea of how much strength it takes to make someone so much more dangerous. It is an objective truth of the world, which means every experience they have will reflect that.</p><p></p><p><span style="color: #000000">Right. They have <em>more</em> information than we have. They see every blow as it lands, while we only get the minute-by-minute updates. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">The characters <em>do</em> still have the minute-by-minute information, though. They know everything we know, and more. We might look at the numbers and say that it will take between three and five rounds to defeat a particular enemy, and afterwards we'll know that it took four, but the character can look at the same foe and estimate that it will take more than two minutes but less than five, and afterwards will know that it took exactly 3:17. </span><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p>Who says that it <em>is</em> flexible enough to work into an armor suit at the human scale? What if it's <em>not</em> possible to work it into armor? I would be surprised if much of that toughness didn't come from its thickness, after all. And how would you even <em>shape</em> it, if its material properties <em>would</em> hold on a small scale? You can't exactly cut it, or sew it, or forge it. Suffice it to say, there are plenty of reasons why people don't go around in tarrasque-skin armor.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6290353, member: 6775031"] Alright then, tell me which of those variables [I]doesn't[/I] make sense from an in-game context. You know that plate armor is more likely to deflect/absorb a blow than leather or chain. You know that agile people are better at parrying and dodging. You know that strong people are more likely to get past your dodging/parrying/armor. Your character in the game may not know the math with any great degree of certainty, but it is perfectly aware of all of those factors which go [I]into[/I] the math, and how they relate to each other. Moreover, a lot of those factors [I]could[/I] be learned, with a little bit of effort. (If you're training an army, you can practice with or without shields and you would learn the statistical likelihood that a shield would protect you from an attack, if you weren't already familiar with that from personal experience.) Unless you are going out of your way to change the rules of the game - which is totally your prerogative, of course - it is a true fact that, all else the same, someone capable of lifting 100 lbs without slowing down is going to be 20% more likely to land a telling blow with a longsword than someone who would slow down while carrying just 34 lbs (using 3.5 numbers, because they're at hand). Anyone who observes a great number of such combats is likely to notice this. They probably won't have enough data to figure out an exact percentage, but they'll get that strong = strong = dangerous, with an idea of how much strength it takes to make someone so much more dangerous. It is an objective truth of the world, which means every experience they have will reflect that. [COLOR=#000000]Right. They have [I]more[/I] information than we have. They see every blow as it lands, while we only get the minute-by-minute updates. The characters [I]do[/I] still have the minute-by-minute information, though. They know everything we know, and more. We might look at the numbers and say that it will take between three and five rounds to defeat a particular enemy, and afterwards we'll know that it took four, but the character can look at the same foe and estimate that it will take more than two minutes but less than five, and afterwards will know that it took exactly 3:17. [/COLOR][COLOR=#000000] [/COLOR] Who says that it [I]is[/I] flexible enough to work into an armor suit at the human scale? What if it's [I]not[/I] possible to work it into armor? I would be surprised if much of that toughness didn't come from its thickness, after all. And how would you even [I]shape[/I] it, if its material properties [I]would[/I] hold on a small scale? You can't exactly cut it, or sew it, or forge it. Suffice it to say, there are plenty of reasons why people don't go around in tarrasque-skin armor. [/QUOTE]
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Can mundane classes have a resource which powers abilities?
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