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<blockquote data-quote="CapnZapp" data-source="post: 8208306" data-attributes="member: 12731"><p>Except, again, it really doesn't. <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>What I mean is that while you might characterize this rule as "it does this already"... you need to suffix that by "though pretty badly".</p><p></p><p>In fact, it does this so badly I feel it's better to just say it does <strong>not</strong> do it.</p><p></p><p></p><p>And this is precisely the reason.</p><p></p><p>Any instant death rule designer needs to <u>first learn the expected damage for various levels</u>. These values do not correspond to PC hit point totals - they follow their own curve, and this curve is the relevant one, not how many hp the character has!</p><p></p><p>But again I submit this is a smokescreen. <em>Why focus on numbers at all?</em></p><p></p><p>Contrast to my suggested variant (above). It is borne out of the realization <em>the exact numbers don't matter!</em></p><p><span style="font-size: 12px">It decouples the probability from your hit points. It adds zero new die rolls. All you need to keep track of is your weapon's instant death number. When you score a critical, just look at the damage die. If it's big enough, just remove that monster and describe its death however you like.</span></p><p><span style="font-size: 12px"></span></p><p>Monsters deal little damage at low level and lots of damage at high level. So? We're trying to implement a probability of inflicting a killing blow that stays pretty much the same at all levels! The fact it's too risky at low level and not risky at all at high level is a consistent criticism against all these printed variants, so why not drop the simulationist pretense altogether?!</p><p></p><p>Sure you might want to achieve the effect that a relatively low level enemy should have a lower chance than a BBEG (higher level than you). But that level of fine-tuning might be appropriate for a complex game such as Pathfinder 2. Not 5th Edition.</p><p></p><p>Anyway I digress. I think S&S games like Xoth should have no instant death rules at all. This is more a theoretical post on how to implement it where appropriate.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8208306, member: 12731"] Except, again, it really doesn't. :) What I mean is that while you might characterize this rule as "it does this already"... you need to suffix that by "though pretty badly". In fact, it does this so badly I feel it's better to just say it does [B]not[/B] do it. And this is precisely the reason. Any instant death rule designer needs to [U]first learn the expected damage for various levels[/U]. These values do not correspond to PC hit point totals - they follow their own curve, and this curve is the relevant one, not how many hp the character has! But again I submit this is a smokescreen. [I]Why focus on numbers at all?[/I] Contrast to my suggested variant (above). It is borne out of the realization [I]the exact numbers don't matter![/I] [SIZE=3]It decouples the probability from your hit points. It adds zero new die rolls. All you need to keep track of is your weapon's instant death number. When you score a critical, just look at the damage die. If it's big enough, just remove that monster and describe its death however you like. [/SIZE] Monsters deal little damage at low level and lots of damage at high level. So? We're trying to implement a probability of inflicting a killing blow that stays pretty much the same at all levels! The fact it's too risky at low level and not risky at all at high level is a consistent criticism against all these printed variants, so why not drop the simulationist pretense altogether?! Sure you might want to achieve the effect that a relatively low level enemy should have a lower chance than a BBEG (higher level than you). But that level of fine-tuning might be appropriate for a complex game such as Pathfinder 2. Not 5th Edition. Anyway I digress. I think S&S games like Xoth should have no instant death rules at all. This is more a theoretical post on how to implement it where appropriate. [/QUOTE]
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