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Damage on a Miss: Because otherwise Armour Class makes no sense
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<blockquote data-quote="Umbran" data-source="post: 6457943" data-attributes="member: 177"><p>First off, in the name of keeping the discussion rational, let's be careful about our own language use. The term "asinine" is aiming at the emotions, not the rational part of the discussion. If you want this to degrade into, "ME NO LIKE! IT GO AWAY! *THUMPTHUMP!" then by all means, let's take the language there, and I can close the thread quickly.</p><p></p><p>I, however, will refer to an author highly regarded in many geek circles:</p><p></p><p>"We demand rigidly defined areas of doubt and uncertainty!"</p><p></p><p>Language is a wonderful thing - but if you want the rulebooks to be absolutely and unambiguously clear, that is apt to make them unusable as reference works to play a casual hobby game. The length, detail, and style required for true lack of ambiguity would have our rulebooks looking more like books of law - difficult to read and absorb, and no fun to actually work with.</p><p></p><p> We are not talking about the rules to a game on which big money will change hands due to how it plays out. We should not take ourselves quite so seriously. The world will not end if you and another GM have a different interpretation of what a hit point is, or what a "hit" in game terms means in narrative terms.</p><p></p><p>You are playing with intelligent, creative, mature adults, yes? Then, any confusions can be worked through at the table, without needing to impose similar decisions on the world at large. You play it how you want, someone else will play it how they want, and it's all good.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6457943, member: 177"] First off, in the name of keeping the discussion rational, let's be careful about our own language use. The term "asinine" is aiming at the emotions, not the rational part of the discussion. If you want this to degrade into, "ME NO LIKE! IT GO AWAY! *THUMPTHUMP!" then by all means, let's take the language there, and I can close the thread quickly. I, however, will refer to an author highly regarded in many geek circles: "We demand rigidly defined areas of doubt and uncertainty!" Language is a wonderful thing - but if you want the rulebooks to be absolutely and unambiguously clear, that is apt to make them unusable as reference works to play a casual hobby game. The length, detail, and style required for true lack of ambiguity would have our rulebooks looking more like books of law - difficult to read and absorb, and no fun to actually work with. We are not talking about the rules to a game on which big money will change hands due to how it plays out. We should not take ourselves quite so seriously. The world will not end if you and another GM have a different interpretation of what a hit point is, or what a "hit" in game terms means in narrative terms. You are playing with intelligent, creative, mature adults, yes? Then, any confusions can be worked through at the table, without needing to impose similar decisions on the world at large. You play it how you want, someone else will play it how they want, and it's all good. [/QUOTE]
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