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<blockquote data-quote="Paid a bod yn dwp" data-source="post: 8208397" data-attributes="member: 6872763"><p>You have your own strong opinion on this, but I disagree. I think it is appropriate to the genre, but it’s not my game to design. </p><p></p><p><span style="font-size: 13px">Contrast to my suggested variant (above). It is borne out of the realization </span><em><span style="font-size: 13px">the exact numbers don't matter!</span></em></p><p> </p><p>Yes exactly what I’ve presented from my first post. I think we are agreement here. Any such rule should be linked to critical’s, which could be done on the rare occasions when you roll max damage for you attack. It’s straight forward and doesn’t necessitate working out a proportion of your weapon damage. though it would be a rare occurrence.</p><p>I also like the idea of spending inspiration when you roll a critical to allow a chance of a roll on the DMG system shock table. The results are varied with stun, and dropping to zero hit-points being a possibility. Even with dropping to zero hit-points 5e’s death saves mean you rarely have instant death. </p><p></p><p>For me S&S needs a balance between heroic action, with gritty leanings, and a real threat of death. I think 5e can reach that compromise, but not in its standard form so well. My suggestions in my first post are how I envision achieving that. </p><p></p><p>The instant death rule in Xoth is not where I’d put the emphasis personally, though I’m not strongly against it. I could see a form of instant death being put to effective use in some circumstances to emphasis unique threatening monsters abilities that need to be overcome in unique ways.</p><p></p><p>A greater possibility of character/foe death creates a tension and drama that I believe S&S needs. The standard rhythm of chipping away at hit-points needs that rare unpredictable critical effect to colour proceedings and shake things up occasionally. </p><p></p><p>Think we agree on how to implement it, just not whether it should be done <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=":)" /> I think it’s clear where we both stand.</p><p></p><p>Anyway good luck with the game.</p></blockquote><p></p>
[QUOTE="Paid a bod yn dwp, post: 8208397, member: 6872763"] You have your own strong opinion on this, but I disagree. I think it is appropriate to the genre, but it’s not my game to design. [SIZE=13px]Contrast to my suggested variant (above). It is borne out of the realization [/SIZE][I][SIZE=13px]the exact numbers don't matter![/SIZE][/I] Yes exactly what I’ve presented from my first post. I think we are agreement here. Any such rule should be linked to critical’s, which could be done on the rare occasions when you roll max damage for you attack. It’s straight forward and doesn’t necessitate working out a proportion of your weapon damage. though it would be a rare occurrence. I also like the idea of spending inspiration when you roll a critical to allow a chance of a roll on the DMG system shock table. The results are varied with stun, and dropping to zero hit-points being a possibility. Even with dropping to zero hit-points 5e’s death saves mean you rarely have instant death. For me S&S needs a balance between heroic action, with gritty leanings, and a real threat of death. I think 5e can reach that compromise, but not in its standard form so well. My suggestions in my first post are how I envision achieving that. The instant death rule in Xoth is not where I’d put the emphasis personally, though I’m not strongly against it. I could see a form of instant death being put to effective use in some circumstances to emphasis unique threatening monsters abilities that need to be overcome in unique ways. A greater possibility of character/foe death creates a tension and drama that I believe S&S needs. The standard rhythm of chipping away at hit-points needs that rare unpredictable critical effect to colour proceedings and shake things up occasionally. Think we agree on how to implement it, just not whether it should be done :) I think it’s clear where we both stand. Anyway good luck with the game. [/QUOTE]
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