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General Tabletop Discussion
*TTRPGs General
Different philosophies concerning Rules Heavy and Rule Light RPGs.
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<blockquote data-quote="Joanna Geist" data-source="post: 9640826" data-attributes="member: 7051707"><p>All of the effects of a weapon are reflected in the roll. What difference does it make if you lose Health because of acid or fire or blood loss? You roll the attack and then describe what it looks like, same as any other attack.</p><p></p><p>Most rules don't provide for simulating humidity or the relation between salinity and depth of a large body of water. Should they? Why or why not?</p><p></p><p>Btw, bleeding is only "non-trivial" if you decide it is for your game. That's a design decision, not an a priori truth. Whether and how much something matters in real life need not have any bearing whatever on what you decide is important in your game.</p><p></p><p>Added after the fact : Since I asked you for an example, it's only fair that I provide one.</p><p></p><p>If I Alice rolls 6 successes for her attack, and Betty rolls 3 for her defense, Betty loses 3 Health. Those 3 points of damage contain all of the information about the attack and this is reflected in the narration. If Alice was using a sword, then that 3 damage represents the stab or slash along with any and all effects associated with it, such as damage to armor or clothing, laceration, bleeding, and whatever else the players come up with (it could also be the case that Betty is playing an evasive character, and narrates the defense as a close call instead).</p></blockquote><p></p>
[QUOTE="Joanna Geist, post: 9640826, member: 7051707"] All of the effects of a weapon are reflected in the roll. What difference does it make if you lose Health because of acid or fire or blood loss? You roll the attack and then describe what it looks like, same as any other attack. Most rules don't provide for simulating humidity or the relation between salinity and depth of a large body of water. Should they? Why or why not? Btw, bleeding is only "non-trivial" if you decide it is for your game. That's a design decision, not an a priori truth. Whether and how much something matters in real life need not have any bearing whatever on what you decide is important in your game. Added after the fact : Since I asked you for an example, it's only fair that I provide one. If I Alice rolls 6 successes for her attack, and Betty rolls 3 for her defense, Betty loses 3 Health. Those 3 points of damage contain all of the information about the attack and this is reflected in the narration. If Alice was using a sword, then that 3 damage represents the stab or slash along with any and all effects associated with it, such as damage to armor or clothing, laceration, bleeding, and whatever else the players come up with (it could also be the case that Betty is playing an evasive character, and narrates the defense as a close call instead). [/QUOTE]
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