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<blockquote data-quote="fusangite" data-source="post: 3039358" data-attributes="member: 7240"><p>I understand that D&D is allusive to Christianity but that does not mean you can actually represent Christian worlds in it.But the problem is not the number of gods. You can easily reduce D&D to a system with very few gods. The problem is that the way alignment is structured is antithetical to orthodox (small-o) Christian understandings of evil. Making Satan a god and evil an active principle is contrary to basic teachings of all mainline churches. That's why D&D is not adaptable to Christianity.The religion you described above is Manicheism. Manicheans were persecuted by Christians in ages past because of their unorthodox ideas about evil. The Presbyterian Church of Canada has, in the past taken a position that D&D is a good game for people to play, provided they excise the alignment system because of exactly this problem. Unfortunately, the structure of D&D is such that its theory of evil is so deeply embedded that you cannot produce a D20 product without including it; SRD-derived games lacking the D&D theory of evil have to be produced as OGL not D20.Exactly. It is impossible for this to happen under D&D's damage mechanic. That's the point I'm making.</p><p></p><p>You seem to take the position that anything can happen in D&D even if the rules can neither explain nor replicate it. I take a different view.No. It's not. the rogue cannot inflict permanent injuries that disable someone by making them unable to walk. There is nothing in those extra D6s of damage that are any different <em>mechanically</em> than any other damage inflicted.The point I am making is that without radical alterations to the mechanic, he can't. </p><p></p><p>The point I am making is that as above, without fundamentally rewriting the rules to the point where the game could not longer be published under the D20 license, the above two things can't happen. </p><p></p><p>Your response is "there's gotta be a way!" No offense but that's not good enough. I have demonstrated something isn't possible. You have argued that it is possible based on nothing.So, under what conditions should rogues be able to yoke UA flaws to the damage they inflict? What other classes should be able to do this? Should the rogue get to pick a new flaw he can inflict every time he delivers a sneak attack? Do you see the temporary, ad hoc and unbalancing effects of your proposal? There is no way to <em>systematically</em> integrate locational damage into the D20 hit point mechanic.</p><p></p><p>If you want more examples, I've got legions of them. The D20 mechanic cannot be used to represent all possible fantasy worlds. It can't be used to represent most possible fantasy worlds. That's why there's more than one FRP system in the world.No. It's about picking a game system that reinforces the kind of story you want to tell instead of undermining it.</p></blockquote><p></p>
[QUOTE="fusangite, post: 3039358, member: 7240"] I understand that D&D is allusive to Christianity but that does not mean you can actually represent Christian worlds in it.But the problem is not the number of gods. You can easily reduce D&D to a system with very few gods. The problem is that the way alignment is structured is antithetical to orthodox (small-o) Christian understandings of evil. Making Satan a god and evil an active principle is contrary to basic teachings of all mainline churches. That's why D&D is not adaptable to Christianity.The religion you described above is Manicheism. Manicheans were persecuted by Christians in ages past because of their unorthodox ideas about evil. The Presbyterian Church of Canada has, in the past taken a position that D&D is a good game for people to play, provided they excise the alignment system because of exactly this problem. Unfortunately, the structure of D&D is such that its theory of evil is so deeply embedded that you cannot produce a D20 product without including it; SRD-derived games lacking the D&D theory of evil have to be produced as OGL not D20.Exactly. It is impossible for this to happen under D&D's damage mechanic. That's the point I'm making. You seem to take the position that anything can happen in D&D even if the rules can neither explain nor replicate it. I take a different view.No. It's not. the rogue cannot inflict permanent injuries that disable someone by making them unable to walk. There is nothing in those extra D6s of damage that are any different [i]mechanically[/i] than any other damage inflicted.The point I am making is that without radical alterations to the mechanic, he can't. The point I am making is that as above, without fundamentally rewriting the rules to the point where the game could not longer be published under the D20 license, the above two things can't happen. Your response is "there's gotta be a way!" No offense but that's not good enough. I have demonstrated something isn't possible. You have argued that it is possible based on nothing.So, under what conditions should rogues be able to yoke UA flaws to the damage they inflict? What other classes should be able to do this? Should the rogue get to pick a new flaw he can inflict every time he delivers a sneak attack? Do you see the temporary, ad hoc and unbalancing effects of your proposal? There is no way to [i]systematically[/i] integrate locational damage into the D20 hit point mechanic. If you want more examples, I've got legions of them. The D20 mechanic cannot be used to represent all possible fantasy worlds. It can't be used to represent most possible fantasy worlds. That's why there's more than one FRP system in the world.No. It's about picking a game system that reinforces the kind of story you want to tell instead of undermining it. [/QUOTE]
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