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Flipping the Table: Did Removing Miniatures Save D&D?
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<blockquote data-quote="Gibili" data-source="post: 7750563" data-attributes="member: 6682820"><p>Yes agreed. The main aim of games like D&D is not to be amazing constructs that model "real life" as closely as possible. The main aim of the game is to provide a framework that allows the participants to have fun. Sure the 0hp boundary is wholly unrealistic but so what. It is a simple mechanism that allows the game to flow quickly and for players to be free to roleplay and have fun and not be constantly looking over their shoulders at rules, tables, and myriads of options to closely mimic what happens when someone is hit a few times by a mace...or arrows...or magic...or dragon breath...or by a fall...or grit in the eye...or a bad cold...or beer going down the wrong way...or...well you get my drift <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><p></p><p>As a DM you are always free to model things better if you like. I often have enemies give up the fight when their hit points get low, reflecting their desire to live, their exhaustion, blood loss or whatever, rather than them fighting to the bitter end.</p><p></p><p>There is always a tendency to want to increase the complexity of rules to make them more realistic. I've been guilty of that myself and have always backed off to a simple model because as stated above, the aim is fun.</p></blockquote><p></p>
[QUOTE="Gibili, post: 7750563, member: 6682820"] Yes agreed. The main aim of games like D&D is not to be amazing constructs that model "real life" as closely as possible. The main aim of the game is to provide a framework that allows the participants to have fun. Sure the 0hp boundary is wholly unrealistic but so what. It is a simple mechanism that allows the game to flow quickly and for players to be free to roleplay and have fun and not be constantly looking over their shoulders at rules, tables, and myriads of options to closely mimic what happens when someone is hit a few times by a mace...or arrows...or magic...or dragon breath...or by a fall...or grit in the eye...or a bad cold...or beer going down the wrong way...or...well you get my drift :) As a DM you are always free to model things better if you like. I often have enemies give up the fight when their hit points get low, reflecting their desire to live, their exhaustion, blood loss or whatever, rather than them fighting to the bitter end. There is always a tendency to want to increase the complexity of rules to make them more realistic. I've been guilty of that myself and have always backed off to a simple model because as stated above, the aim is fun. [/QUOTE]
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