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d20 Modern: Two weeks and counting
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<blockquote data-quote="Geocorona" data-source="post: 459159" data-attributes="member: 8323"><p>Not all D&D classes are magical, so magic can't be the justification for it, either. </p><p></p><p>You seem to think I'm saying it's all ridiculous. That's not it. I like a good ridiculous game, and don't demand realism from my entertainment.</p><p></p><p>What I'm saying is, however you want to explain the way damage infliction and protection from damage works is just fine. The mechanics are just data formulas to balance and progress the game. You can interpret hit points as real physical buffness, improved bullet-dodging skill from experience, or as a subtle gift of luck from the gods (ie., the game master) for providing exciting entertainment. Your explanation that it's all magic is equally valid. It can all be done under the same mechanic, just talked about with the players in different ways. I don't think the D20 mechanic ruins any game. As always, the quality of the game rests on the quality of the game master, and his judgement on priorities.</p><p></p><p>My only problem with mechanics is when they get too cumbersome without adding anything positive to the experience. I don't think D20 levels and hit points are guilty of that as much as the piles of skill points, feats and combat modifiers that must be calculated and balanced in D20 with each level advancement. Some people get off on the mathematical details, and the more boggling the better. Ease vs. accuracy will always be a conflict at the gaming table. IMHO, the burden of D20 complexity takes creative time away from the game master, but it's not impossible to work with.</p></blockquote><p></p>
[QUOTE="Geocorona, post: 459159, member: 8323"] Not all D&D classes are magical, so magic can't be the justification for it, either. You seem to think I'm saying it's all ridiculous. That's not it. I like a good ridiculous game, and don't demand realism from my entertainment. What I'm saying is, however you want to explain the way damage infliction and protection from damage works is just fine. The mechanics are just data formulas to balance and progress the game. You can interpret hit points as real physical buffness, improved bullet-dodging skill from experience, or as a subtle gift of luck from the gods (ie., the game master) for providing exciting entertainment. Your explanation that it's all magic is equally valid. It can all be done under the same mechanic, just talked about with the players in different ways. I don't think the D20 mechanic ruins any game. As always, the quality of the game rests on the quality of the game master, and his judgement on priorities. My only problem with mechanics is when they get too cumbersome without adding anything positive to the experience. I don't think D20 levels and hit points are guilty of that as much as the piles of skill points, feats and combat modifiers that must be calculated and balanced in D20 with each level advancement. Some people get off on the mathematical details, and the more boggling the better. Ease vs. accuracy will always be a conflict at the gaming table. IMHO, the burden of D20 complexity takes creative time away from the game master, but it's not impossible to work with. [/QUOTE]
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