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Falling from Great Heights
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<blockquote data-quote="El Mahdi" data-source="post: 5878368" data-attributes="member: 59506"><p>You are ignoring the ability to play D&D as more than just Heroic Fantasy. Perhaps your narrativium has exceeded it's use by date. I've heard that spoiled narrativium can cause halucinations and cognitive issues. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p> </p><p>Seriously though, I don't see D&D as nonsensical when broken down...or at least not entirely. Sure, I see abstract constructs designed for playability rather than straight realism, as breaking down real world actions in to it's component parts for a game, would make a game so overly complicated as to be unplayable. So we draw the line at a point that maintains ease of play...such as Hit Points.</p><p> </p><p>As much as I like realistic mechanics, and can think of a hundred different ways to model the things that Hit Points do, I can't think of a way that keeps the game satisfactorily playable for me (and likely most people feel the same way). I do like the addition of a Wound Track type mechanic, but that's my own personal preference, and doesn't eliminate the Hit Point mechanic (and I sincerely hope an add-on module for something of that sort is part of D&D Next).</p><p> </p><p>But changing the Falling Damage mechanic to have a more realistic expression of Damage does not change anything else in the game. It doesn't affect the core assumptions of the system that changing a mechanic like Hit Points would. Except of course the assumption that a character can survive jumping off a 200' cliff as a matter of course...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p>I think that whether we disagree about which one should be in the core system, I hope we both agree that both expressions need to be included in D&D Next. One of them as core, and one of them as a module.<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=":)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5878368, member: 59506"] You are ignoring the ability to play D&D as more than just Heroic Fantasy. Perhaps your narrativium has exceeded it's use by date. I've heard that spoiled narrativium can cause halucinations and cognitive issues. :D Seriously though, I don't see D&D as nonsensical when broken down...or at least not entirely. Sure, I see abstract constructs designed for playability rather than straight realism, as breaking down real world actions in to it's component parts for a game, would make a game so overly complicated as to be unplayable. So we draw the line at a point that maintains ease of play...such as Hit Points. As much as I like realistic mechanics, and can think of a hundred different ways to model the things that Hit Points do, I can't think of a way that keeps the game satisfactorily playable for me (and likely most people feel the same way). I do like the addition of a Wound Track type mechanic, but that's my own personal preference, and doesn't eliminate the Hit Point mechanic (and I sincerely hope an add-on module for something of that sort is part of D&D Next). But changing the Falling Damage mechanic to have a more realistic expression of Damage does not change anything else in the game. It doesn't affect the core assumptions of the system that changing a mechanic like Hit Points would. Except of course the assumption that a character can survive jumping off a 200' cliff as a matter of course...:p I think that whether we disagree about which one should be in the core system, I hope we both agree that both expressions need to be included in D&D Next. One of them as core, and one of them as a module.:) [/QUOTE]
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