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Flavour First vs Game First - a comparison
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<blockquote data-quote="apoptosis" data-source="post: 4468794" data-attributes="member: 3226"><p>4E though was made to focus on many combats, its strength is the tactical choices in combat which really only shines when you have many of them. The flipside to this is if you have many fights they each cant be Inigo Montoya moments. if you dont have many fights I think you are losing one of the strongest aspects of 4e.</p><p></p><p>TSOY, TRoS, BW are much better for games (IMHO) you should be playing if you want to have Inigo Montoya moments.</p><p></p><p>I might add Rolemaster as a good game for IM moments but that based on it being so deadly and debilitating when you get into combat.</p><p></p><p></p><p>I dont think retconning is a necessity at the table but to not retcon requires that that "in-game" reality of wounds are not resolved until after the player decides to or not invoke the second wind (or sleeps for the night etc.) or that hp damage is not connected to any injury.</p><p></p><p>If you say the hit that did 54 of your 55 points of damage was deadly is not known until after you use your second wind. If you decide to use your second wind then the wound was not critical, if you do not decide to use your second wind then the wound was critical. </p><p></p><p>If you make this decision later on then the actual wound is retconned (or actually is indeterminate until you decide to invoke the second wind).</p><p></p><p>You can decide after the fact to describe it whatever way you wish but the "realness" of the injury is still unresolved until the time to use second wind is made (unless second wind it magical).</p><p></p><p>for instance...</p><p></p><p>Sammy is hit for 49 of his 50 points of damage. The options are:</p><p></p><p>1. He was not actually hit for any appreciable damage but the next hit will be fatal. In this case second wind is neither mystic nor retconning but hp damage is not mapped to physical damage (hp now just represent your characters narrative staying power..how long he can remain an active participant in the story)</p><p></p><p>2. He does not use his second wind and was hit for real damage and is on his on his last bit of blood.</p><p></p><p>3. He uses his second wind and the character's wound was not really a damaging blow just visually bloody.</p><p></p><p>This choice of narrative explanation is not made until the second wind power is invoked. </p><p></p><p>So up until that happens the injury is either unresolved or the situation is retconned (you thought it was really injurious but really was just a surface wound). This means that the narration that was initially done (it was a dangerous wound) is either a lie or is retconned.</p><p></p><p>Maybe i am missing an option though.</p></blockquote><p></p>
[QUOTE="apoptosis, post: 4468794, member: 3226"] 4E though was made to focus on many combats, its strength is the tactical choices in combat which really only shines when you have many of them. The flipside to this is if you have many fights they each cant be Inigo Montoya moments. if you dont have many fights I think you are losing one of the strongest aspects of 4e. TSOY, TRoS, BW are much better for games (IMHO) you should be playing if you want to have Inigo Montoya moments. I might add Rolemaster as a good game for IM moments but that based on it being so deadly and debilitating when you get into combat. I dont think retconning is a necessity at the table but to not retcon requires that that "in-game" reality of wounds are not resolved until after the player decides to or not invoke the second wind (or sleeps for the night etc.) or that hp damage is not connected to any injury. If you say the hit that did 54 of your 55 points of damage was deadly is not known until after you use your second wind. If you decide to use your second wind then the wound was not critical, if you do not decide to use your second wind then the wound was critical. If you make this decision later on then the actual wound is retconned (or actually is indeterminate until you decide to invoke the second wind). You can decide after the fact to describe it whatever way you wish but the "realness" of the injury is still unresolved until the time to use second wind is made (unless second wind it magical). for instance... Sammy is hit for 49 of his 50 points of damage. The options are: 1. He was not actually hit for any appreciable damage but the next hit will be fatal. In this case second wind is neither mystic nor retconning but hp damage is not mapped to physical damage (hp now just represent your characters narrative staying power..how long he can remain an active participant in the story) 2. He does not use his second wind and was hit for real damage and is on his on his last bit of blood. 3. He uses his second wind and the character's wound was not really a damaging blow just visually bloody. This choice of narrative explanation is not made until the second wind power is invoked. So up until that happens the injury is either unresolved or the situation is retconned (you thought it was really injurious but really was just a surface wound). This means that the narration that was initially done (it was a dangerous wound) is either a lie or is retconned. Maybe i am missing an option though. [/QUOTE]
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