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Falling from Great Heights
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<blockquote data-quote="fenriswolf456" data-source="post: 5885604" data-attributes="member: 6687664"><p>Well, depends on how into the details you get. Sure, HP and Fatigue are easy enough to track. But do we want there to be a Morale value, and Luck, and Fate, and so on? I too am fine with the abstraction of HP for most instances. But I fail to see how say Skill and Fatigue play a part in being tied up and helpless and having someone stabbing your neck.</p><p> </p><p>But I also agree that a lot of these things are more cornercase concerns, and during the bulk of play, abstracted HP are perfectly fine for getting the job done. But they do crop up and at times break the believability factor. </p><p> </p><p></p><p> </p><p>True enough. I was speaking more from the current design directions, where 4E took virtually all the 'save-or-die' and auto-kill effects out. Though I'm in the 'falls should be deadly' camp. </p><p> </p><p></p><p> </p><p>Sure, I'm not saying you couldn't play Storm Trooper #5. But if you're playing with D&D core rules, then your Strom Trooper is levelling, and getting better, and maybe becomes and Imperial Elite Guard at paragon, or multiclasses into a TIE Pilot. I suppose you could play where ST5 is always just a mook, and quickly dies, and you pull out ST6 to continue on with, and so on.</p><p> </p><p>My point is that the vast majority of D&D players will be playing the heroes, and the heroes have a certain spark in them that lets them rise above the rabble. Luke is clearly a zero-to-hero type. And after a few levels he's got a magic sword, some neat-o magical abilities, a faithful companion, a high rank in an army, and so on. As for Han, he may be ordinary, but he's still a hero. He's more skilled than a regular mook trooper for a start. He's pretty much the sci-fi equivalent to how I envision most fighters and rogues and other 'mundane' martial characters.</p></blockquote><p></p>
[QUOTE="fenriswolf456, post: 5885604, member: 6687664"] Well, depends on how into the details you get. Sure, HP and Fatigue are easy enough to track. But do we want there to be a Morale value, and Luck, and Fate, and so on? I too am fine with the abstraction of HP for most instances. But I fail to see how say Skill and Fatigue play a part in being tied up and helpless and having someone stabbing your neck. But I also agree that a lot of these things are more cornercase concerns, and during the bulk of play, abstracted HP are perfectly fine for getting the job done. But they do crop up and at times break the believability factor. True enough. I was speaking more from the current design directions, where 4E took virtually all the 'save-or-die' and auto-kill effects out. Though I'm in the 'falls should be deadly' camp. Sure, I'm not saying you couldn't play Storm Trooper #5. But if you're playing with D&D core rules, then your Strom Trooper is levelling, and getting better, and maybe becomes and Imperial Elite Guard at paragon, or multiclasses into a TIE Pilot. I suppose you could play where ST5 is always just a mook, and quickly dies, and you pull out ST6 to continue on with, and so on. My point is that the vast majority of D&D players will be playing the heroes, and the heroes have a certain spark in them that lets them rise above the rabble. Luke is clearly a zero-to-hero type. And after a few levels he's got a magic sword, some neat-o magical abilities, a faithful companion, a high rank in an army, and so on. As for Han, he may be ordinary, but he's still a hero. He's more skilled than a regular mook trooper for a start. He's pretty much the sci-fi equivalent to how I envision most fighters and rogues and other 'mundane' martial characters. [/QUOTE]
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