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General Tabletop Discussion
*Pathfinder & Starfinder
Death and Dying: Annoying new subsystem reduces fun.
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<blockquote data-quote="Generico" data-source="post: 4033261" data-attributes="member: 59693"><p>How is it anymore annoying or difficult to remember than the current rules?</p><p></p><p>The system is incredibly simple. Roll a d20, if it's less than 10, you fail. If it's 10-19, nothing happens. If it's 20, you win. If you fail 3 times before you win, you die. <strong>There's nothing there that makes you keep track of -HP</strong>.</p><p></p><p>If you need that for the system to feel believable, use the SWSE condition track.</p><p></p><p>Well, HP definitely does play a roll in how likely you are to stay alive. In fact, it plays a bigger roll because it's increasing your survivability chances in 2 ways now.</p><p></p><p>They're treated differently for everyone's convenience. If you want to treat all monsters like PCs, there's nothing to stop you. But if a monster has no role in your story aside from attacking the PCs until they die, then what's the point of giving it the chance to get back up after it's dead? Whether or not Owlbear #4 gets back up after falling to -3 HP probably isn't going to have any serious effect on your game, so why bother rolling percentiles for him?</p><p></p><p></p><p>Personally, I like the fact that the system is unpredictable. I also like that you have a chance to get back up and be in plausible fighting condition without the need for healing magic (though it's a slim chance).</p><p></p><p>I think everyone has to keep in mind that this article is somewhat out of context. We really don't know all the details of the system, and we don't know all the details about how healing magic and resurrection will work. I think it's a bit early to be doing all this mechanics bashing.</p></blockquote><p></p>
[QUOTE="Generico, post: 4033261, member: 59693"] How is it anymore annoying or difficult to remember than the current rules? The system is incredibly simple. Roll a d20, if it's less than 10, you fail. If it's 10-19, nothing happens. If it's 20, you win. If you fail 3 times before you win, you die. [b]There's nothing there that makes you keep track of -HP[/b]. If you need that for the system to feel believable, use the SWSE condition track. Well, HP definitely does play a roll in how likely you are to stay alive. In fact, it plays a bigger roll because it's increasing your survivability chances in 2 ways now. They're treated differently for everyone's convenience. If you want to treat all monsters like PCs, there's nothing to stop you. But if a monster has no role in your story aside from attacking the PCs until they die, then what's the point of giving it the chance to get back up after it's dead? Whether or not Owlbear #4 gets back up after falling to -3 HP probably isn't going to have any serious effect on your game, so why bother rolling percentiles for him? Personally, I like the fact that the system is unpredictable. I also like that you have a chance to get back up and be in plausible fighting condition without the need for healing magic (though it's a slim chance). I think everyone has to keep in mind that this article is somewhat out of context. We really don't know all the details of the system, and we don't know all the details about how healing magic and resurrection will work. I think it's a bit early to be doing all this mechanics bashing. [/QUOTE]
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Death and Dying: Annoying new subsystem reduces fun.
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