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D&D isn't a simulation game, so what is???
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<blockquote data-quote="Thomas Shey" data-source="post: 8613690" data-attributes="member: 7026617"><p>There are also games that don't use hit points at all; attacks translate directly into wounds (usually with consequences) if they do anything considered meaningful (you can make an argument they ignore scratches and bruises below a certain threshold, but that's an issue-of-scale that's going to come up with anything). The D6 System does that with its default damage, for example, as did True20.</p><p></p><p></p><p></p><p>Yeah. As I've noted, the original of the simulationist/dramatist/gamist triad very carefully spelled out that preferences for one (or a combination) of these were just that--preferences. They were only value judgments in the sense that a given person would place more value in one emphasis over the other, but the preferences themselves were entirely subjective.</p><p></p><p></p><p></p><p></p><p>I honestly wonder if its to some degree the all-things-to-all-people effect (or what I've sometimes cynically called "so its a desert topping AND a floor wax!" when I've hit it about games--originally regarding the way some Fate proponents used to push it), or the idea that somehow a game is insufficient if it doesn't serve every player and GM's purposes, so one's favorite game clearly must do that. I mean, even the one really strong combination D&D/simulation proponent in this thread admits it was/is as much that he could get players for D&D when he likely couldn't have for anything else (or, as I've put it, a wrench is a pretty lousy hammer--but if its all you've got, its all you've got).</p><p></p><p></p><p></p><p>And while RQ or another hit-location oriented system would likely not give you this much detail short of a critical hit, it would still tell you if you'd actually took meaningful actual physical damage and where it was located; in fact the scope of the individual wounds would likely tell you the scope of magical healing to fully deal with the matter, even if the level had not reached impairment (and it might very well have while still not risking death appreciably).</p><p></p><p>(Though never a RM player, because, honestly, the tables put me off, I've also played other games that <em>would</em> have given this much data in the past--Greg Porter's first game system that was used in the first editions of Timelords, SpaceTime and WarpWorld come to mind here).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8613690, member: 7026617"] There are also games that don't use hit points at all; attacks translate directly into wounds (usually with consequences) if they do anything considered meaningful (you can make an argument they ignore scratches and bruises below a certain threshold, but that's an issue-of-scale that's going to come up with anything). The D6 System does that with its default damage, for example, as did True20. Yeah. As I've noted, the original of the simulationist/dramatist/gamist triad very carefully spelled out that preferences for one (or a combination) of these were just that--preferences. They were only value judgments in the sense that a given person would place more value in one emphasis over the other, but the preferences themselves were entirely subjective. I honestly wonder if its to some degree the all-things-to-all-people effect (or what I've sometimes cynically called "so its a desert topping AND a floor wax!" when I've hit it about games--originally regarding the way some Fate proponents used to push it), or the idea that somehow a game is insufficient if it doesn't serve every player and GM's purposes, so one's favorite game clearly must do that. I mean, even the one really strong combination D&D/simulation proponent in this thread admits it was/is as much that he could get players for D&D when he likely couldn't have for anything else (or, as I've put it, a wrench is a pretty lousy hammer--but if its all you've got, its all you've got). And while RQ or another hit-location oriented system would likely not give you this much detail short of a critical hit, it would still tell you if you'd actually took meaningful actual physical damage and where it was located; in fact the scope of the individual wounds would likely tell you the scope of magical healing to fully deal with the matter, even if the level had not reached impairment (and it might very well have while still not risking death appreciably). (Though never a RM player, because, honestly, the tables put me off, I've also played other games that [I]would[/I] have given this much data in the past--Greg Porter's first game system that was used in the first editions of Timelords, SpaceTime and WarpWorld come to mind here). [/QUOTE]
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