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Condition track - wishful thinking, rumor or confirmed?
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<blockquote data-quote="KarinsDad" data-source="post: 3844745" data-attributes="member: 2011"><p>Nope.</p><p></p><p>To me, it's nonsensical and totally random as a rule.</p><p></p><p>When my PC is injured at 21 out of 40 hit points, if he has an ability to overcome adversity or whatever it is called, he should be able to use it.</p><p></p><p>Otherwise, he is not overcoming adversity.</p><p></p><p>The explanation for what the rule does, does not match the hit point abstraction for me as a player. 48% damaged is still damaged. IMO.</p><p></p><p></p><p>And, the reason for the rule is total metagaming. Like Action Points, it's there to protect PCs and to help players avoid having a PC die and forcing the player to create a new PC. But by definition, it sometimes fails this goal because it has the 50% limit. A PC that is 48% damaged and seeing a bunch of bad guys coming for him cannot use it to "go to the well". Hence, it can fail to accomplish the metagaming goal it is designed to accomplish.</p><p></p><p>So if one is going to put in a metagaming rule to help mitigate random bad rolls, it should at least be written so that it can be used at any time the player wants to use it. Again, IMO. Otherwise if it cannot be used in some cases to mitigate the scenario that it is attempting to mitigate, why put it in at all?</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3844745, member: 2011"] Nope. To me, it's nonsensical and totally random as a rule. When my PC is injured at 21 out of 40 hit points, if he has an ability to overcome adversity or whatever it is called, he should be able to use it. Otherwise, he is not overcoming adversity. The explanation for what the rule does, does not match the hit point abstraction for me as a player. 48% damaged is still damaged. IMO. And, the reason for the rule is total metagaming. Like Action Points, it's there to protect PCs and to help players avoid having a PC die and forcing the player to create a new PC. But by definition, it sometimes fails this goal because it has the 50% limit. A PC that is 48% damaged and seeing a bunch of bad guys coming for him cannot use it to "go to the well". Hence, it can fail to accomplish the metagaming goal it is designed to accomplish. So if one is going to put in a metagaming rule to help mitigate random bad rolls, it should at least be written so that it can be used at any time the player wants to use it. Again, IMO. Otherwise if it cannot be used in some cases to mitigate the scenario that it is attempting to mitigate, why put it in at all? [/QUOTE]
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