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Falling from Great Heights
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<blockquote data-quote="Hussar" data-source="post: 5888060" data-attributes="member: 22779"><p>Well, at the risk of torturing an analogy, I would say that they're pretty darn close. Four wheels, used for the same purpose (transportation), largely made from similar materials, based on the same principles. Yeah, for all intents and purposes, I'd say they are the same.</p><p></p><p>The difference between the two comes down to preference and little else.</p><p></p><p>Which is pretty much what you're saying about HP and Fate Points. Both systems allow the player to choose actions which would normally be impossible given the in game reality. The player of the hero with buckets of HP can do impossible things because he knows that he will survive. The player of the hero with Fate Points can do impossible things because he knows he will survive.</p><p></p><p>The end result is largely the same.</p><p></p><p>I think the issue here is one of immersion. If I'm not mistaken, shidaku, you want HP to be a purely in-game element. Characters don't do impossible things, because doing them would get you killed and the characters should know that. Players don't act on meta-game knowledge, because that would break immersion.</p><p></p><p>I think Permerton and I are coming at this from the position that HP are a purely meta-game mechanic, similar to Fate Points. A character never really has 100 HP. He has 3 HP and 97 fate points. Thus the combination of luck and meat. And, because the player knows that he has 97 fate points, he's free to act in whatever manner he wants, because the fate points are not a point of immersion for him.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5888060, member: 22779"] Well, at the risk of torturing an analogy, I would say that they're pretty darn close. Four wheels, used for the same purpose (transportation), largely made from similar materials, based on the same principles. Yeah, for all intents and purposes, I'd say they are the same. The difference between the two comes down to preference and little else. Which is pretty much what you're saying about HP and Fate Points. Both systems allow the player to choose actions which would normally be impossible given the in game reality. The player of the hero with buckets of HP can do impossible things because he knows that he will survive. The player of the hero with Fate Points can do impossible things because he knows he will survive. The end result is largely the same. I think the issue here is one of immersion. If I'm not mistaken, shidaku, you want HP to be a purely in-game element. Characters don't do impossible things, because doing them would get you killed and the characters should know that. Players don't act on meta-game knowledge, because that would break immersion. I think Permerton and I are coming at this from the position that HP are a purely meta-game mechanic, similar to Fate Points. A character never really has 100 HP. He has 3 HP and 97 fate points. Thus the combination of luck and meat. And, because the player knows that he has 97 fate points, he's free to act in whatever manner he wants, because the fate points are not a point of immersion for him. [/QUOTE]
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