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DMG II Preview and Mearls old work
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<blockquote data-quote="Lizard" data-source="post: 4927348" data-attributes="member: 1054"><p>Shrug. If you're going to interact with them, they need STATS, unless you're playing some commie hippie freeform Forge game. Which means there ought to be some mechanism by which you can determine stats. "Meh, it's AC 23 and has 20 hit points" works fine, of course, but it's nice to have a formula or guidelines for making sure the numbers you assign are viable for the type of interaction you expect. If you want the PCs to batter down a door, you want the door to be vulnerable to the kind of damage they can bring to bear. </p><p></p><p>In a 100% simulationist, sandbox, game, every item has "The stats it has", and you don't think about what kind of interaction the players "should" have with it. Even in a sandbox, though, there's usually areas of greater or lesser threat, and there's reasons to think about what sort of forces may interact with objects. So if you've got a village of frost giants, and they use doors, you have to assume the doors are tough enough that they can slow down a frost giant as well as a normal door slows down an average human. You can either calculate average frost giant damage and build doors which can take it, or you can use the "Leveled item" shortcut -- normal doors are Frost Giant level, secure doors are FG+2, the door to the Jarl's harem is FG+5. This lets you very quickly figure out the stats of any item in the region you haven't statted out.</p><p></p><p>Items don't have "levels", but they can be stronger or weaker, more or less damaging. The "level" system just helps you get to the base numbers faster and in a consistent manner -- the latter being the most important to me. "Make some <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> up" often results in wildly varying results from game to game; a formula helps keep things regular.</p></blockquote><p></p>
[QUOTE="Lizard, post: 4927348, member: 1054"] Shrug. If you're going to interact with them, they need STATS, unless you're playing some commie hippie freeform Forge game. Which means there ought to be some mechanism by which you can determine stats. "Meh, it's AC 23 and has 20 hit points" works fine, of course, but it's nice to have a formula or guidelines for making sure the numbers you assign are viable for the type of interaction you expect. If you want the PCs to batter down a door, you want the door to be vulnerable to the kind of damage they can bring to bear. In a 100% simulationist, sandbox, game, every item has "The stats it has", and you don't think about what kind of interaction the players "should" have with it. Even in a sandbox, though, there's usually areas of greater or lesser threat, and there's reasons to think about what sort of forces may interact with objects. So if you've got a village of frost giants, and they use doors, you have to assume the doors are tough enough that they can slow down a frost giant as well as a normal door slows down an average human. You can either calculate average frost giant damage and build doors which can take it, or you can use the "Leveled item" shortcut -- normal doors are Frost Giant level, secure doors are FG+2, the door to the Jarl's harem is FG+5. This lets you very quickly figure out the stats of any item in the region you haven't statted out. Items don't have "levels", but they can be stronger or weaker, more or less damaging. The "level" system just helps you get to the base numbers faster and in a consistent manner -- the latter being the most important to me. "Make some :):):):) up" often results in wildly varying results from game to game; a formula helps keep things regular. [/QUOTE]
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