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<blockquote data-quote="Nytmare" data-source="post: 6803664" data-attributes="member: 55178"><p>If the rule I decided on is "the next hit drops him" then the next hit drops him. If for some reason I decided that strain on the pacing and the narrative was worth yet another round, then maybe I would, but I doubt it and we're probably just throwing around too many imaginary layers of make believe for the conversation to be worthwhile. I believe that my sense of how to write a story aided by random input is better than straight out random input.</p><p></p><p></p><p></p><p>I consider robbing Joe to give Steve a payoff, extending the duration of the fight, and adjusting the universe based off of predictions as to what the players might do next to be decisions better made by a person entrusted to running the game. </p><p></p><p></p><p></p><p>If there IS a more interesting outcome, a person is going to be able to recognize it better than a 20 sided die. Maybe that recognition will come far enough in advance that the DM and players will be able to act on it. Maybe that recognition won't come until the bad guy is one hit away from dying. The imaginary situation I'm illustrating is the second one, not the first.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 6803664, member: 55178"] If the rule I decided on is "the next hit drops him" then the next hit drops him. If for some reason I decided that strain on the pacing and the narrative was worth yet another round, then maybe I would, but I doubt it and we're probably just throwing around too many imaginary layers of make believe for the conversation to be worthwhile. I believe that my sense of how to write a story aided by random input is better than straight out random input. I consider robbing Joe to give Steve a payoff, extending the duration of the fight, and adjusting the universe based off of predictions as to what the players might do next to be decisions better made by a person entrusted to running the game. If there IS a more interesting outcome, a person is going to be able to recognize it better than a 20 sided die. Maybe that recognition will come far enough in advance that the DM and players will be able to act on it. Maybe that recognition won't come until the bad guy is one hit away from dying. The imaginary situation I'm illustrating is the second one, not the first. [/QUOTE]
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