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Flavour First vs Game First - a comparison
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<blockquote data-quote="Scribble" data-source="post: 4468122" data-attributes="member: 23977"><p>But again, you're ignoring that this has nothing to do with the mechanics of the system, and everything to do with your having chosen to describe the healing surge as a physical recovery. If you set out to describe soemthing as unrealistic, chances are (barring lousey ability to describe things) you will succeed.</p><p></p><p>To me, what Hypersmurf suggested seems to make the most sense. It's not a sudden re-stitching of wounds, but the ability to "fight on."</p><p></p><p>In my opinion, it's even MORE unrealistic to say HP damage is a representation of physical wounds, as I've NEVER once seen a guy take multiple axe hits straigh to the chest/legs/arms/head/groin/etc and still be 100% able to attack back. It makes absolutely no sense whatsoever to say that the better you are at fighting the more axes you can take to the skull. </p><p></p><p>If you DO really wan to use HP as a system for tracking physical injury then I think you also need a system to model lasting injuries. </p><p></p><p>The system would then take into account lasting injury, and it's effects. perhaps it might also limit your ability to use a healing surge, or recover to 100% as well as other effects like attack and defence penalties. I think you would also need to impliment things like critical hit effects, and a chance of instant death.</p><p></p><p>Then you could say, get hit, check to see if it's a lasting injury, and then continue on with your description.</p><p></p><p>I think the best way to do thisi, n 4e at least, would be a combination of the disease track table, critical hits, and maybe link it to the bloodied state.</p></blockquote><p></p>
[QUOTE="Scribble, post: 4468122, member: 23977"] But again, you're ignoring that this has nothing to do with the mechanics of the system, and everything to do with your having chosen to describe the healing surge as a physical recovery. If you set out to describe soemthing as unrealistic, chances are (barring lousey ability to describe things) you will succeed. To me, what Hypersmurf suggested seems to make the most sense. It's not a sudden re-stitching of wounds, but the ability to "fight on." In my opinion, it's even MORE unrealistic to say HP damage is a representation of physical wounds, as I've NEVER once seen a guy take multiple axe hits straigh to the chest/legs/arms/head/groin/etc and still be 100% able to attack back. It makes absolutely no sense whatsoever to say that the better you are at fighting the more axes you can take to the skull. If you DO really wan to use HP as a system for tracking physical injury then I think you also need a system to model lasting injuries. The system would then take into account lasting injury, and it's effects. perhaps it might also limit your ability to use a healing surge, or recover to 100% as well as other effects like attack and defence penalties. I think you would also need to impliment things like critical hit effects, and a chance of instant death. Then you could say, get hit, check to see if it's a lasting injury, and then continue on with your description. I think the best way to do thisi, n 4e at least, would be a combination of the disease track table, critical hits, and maybe link it to the bloodied state. [/QUOTE]
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