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*Dungeons & Dragons
Do You Hint at Damage Resistance?
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<blockquote data-quote="The Crimson Binome" data-source="post: 7184347" data-attributes="member: 6775031"><p>High AC means something is difficult to injure. Hit Points reflect your capacity to stay alive and conscious when injured. Ten damage is a consistent degree of injury, regardless of who is carrying it; the difference between the chump and the hero is that the chump dies from a wound that the hero can ignore. (Nowhere is it implied that ten damage is an arrow through the heart. Ten damage is enough to kill some chump, but a minor inconvenience to a hero, and we can extrapolate from there.)</p><p>Because then the mechanics would no longer reflect the narrative. If the narrative is that you're praying, then why would we add Dexterity to the roll? You can't say that Dexterity is a factor in the mechanics, but it isn't a factor in the narrative, or else you violate causality. Everything happens for a reason, and that reason always comes down to the relevant factors which are accounted for in the model. That's why we call them <em>relevant</em>, and we call things like faith <em>irrelevant</em> to the situation at hand.</p><p></p><p>If you want to it to be a thing in your world that you can pray to avoid a fireball, then add a mechanic for using Wisdom in place of Dexterity for resisting fireballs. As far as the narrative in the existing model is concerned, standing in place would better be reflected by forgoing your Dexterity bonus and leaving everything up to chance (maybe you get hit with a less-intense part of the explosion, or maybe someone else will dodge in such a way that they shield you).</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7184347, member: 6775031"] High AC means something is difficult to injure. Hit Points reflect your capacity to stay alive and conscious when injured. Ten damage is a consistent degree of injury, regardless of who is carrying it; the difference between the chump and the hero is that the chump dies from a wound that the hero can ignore. (Nowhere is it implied that ten damage is an arrow through the heart. Ten damage is enough to kill some chump, but a minor inconvenience to a hero, and we can extrapolate from there.) Because then the mechanics would no longer reflect the narrative. If the narrative is that you're praying, then why would we add Dexterity to the roll? You can't say that Dexterity is a factor in the mechanics, but it isn't a factor in the narrative, or else you violate causality. Everything happens for a reason, and that reason always comes down to the relevant factors which are accounted for in the model. That's why we call them [I]relevant[/I], and we call things like faith [I]irrelevant[/I] to the situation at hand. If you want to it to be a thing in your world that you can pray to avoid a fireball, then add a mechanic for using Wisdom in place of Dexterity for resisting fireballs. As far as the narrative in the existing model is concerned, standing in place would better be reflected by forgoing your Dexterity bonus and leaving everything up to chance (maybe you get hit with a less-intense part of the explosion, or maybe someone else will dodge in such a way that they shield you). [/QUOTE]
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Do You Hint at Damage Resistance?
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