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CHALLENGE: Change one thing about 5e
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<blockquote data-quote="Flamestrike" data-source="post: 6950599" data-attributes="member: 6788736"><p>I dont find it particularly troubling that my character (with 100 HP) can spend all day skillfully parrying, resolutely dodging and luckily avoiding attacks that would kill a lesser man instantly (losing 99 HP in the process).</p><p></p><p>I also wouldnt particularly find a game that left my PC with irrepairable nerve damage, a shattered knee, and internal bleeding after every second fight 'fun' either. Particularly so if the game required me to engage in said combats all the damn time (as the central of three pillars of the game) by assuming (as a core assumption) that my character is a person who spends a lot of time entering dangerous dungeons and fighting waves of horrible monsters, to the point it was (by default) the only real method of obtaining XP (my characters only mechanical method of actually learning anything new).</p><p></p><p>Rolemaster springs to mind as a game in that light, but most parties are carrying around a small sack full of very expensive magical healing herbs to fix the above. All that happens is [horrible wounds] simply become an exersize in managing an economic resouce [gold].</p><p></p><p>Plus Rolemaster provides for methods of obtaining XP outside of combat (skill use, idea points... even simply travelling).</p><p></p><p>Ive plaid both, and Ill take heroic action and abstract hit points any day of the week.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6950599, member: 6788736"] I dont find it particularly troubling that my character (with 100 HP) can spend all day skillfully parrying, resolutely dodging and luckily avoiding attacks that would kill a lesser man instantly (losing 99 HP in the process). I also wouldnt particularly find a game that left my PC with irrepairable nerve damage, a shattered knee, and internal bleeding after every second fight 'fun' either. Particularly so if the game required me to engage in said combats all the damn time (as the central of three pillars of the game) by assuming (as a core assumption) that my character is a person who spends a lot of time entering dangerous dungeons and fighting waves of horrible monsters, to the point it was (by default) the only real method of obtaining XP (my characters only mechanical method of actually learning anything new). Rolemaster springs to mind as a game in that light, but most parties are carrying around a small sack full of very expensive magical healing herbs to fix the above. All that happens is [horrible wounds] simply become an exersize in managing an economic resouce [gold]. Plus Rolemaster provides for methods of obtaining XP outside of combat (skill use, idea points... even simply travelling). Ive plaid both, and Ill take heroic action and abstract hit points any day of the week. [/QUOTE]
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