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<blockquote data-quote="attevil" data-source="post: 6504424" data-attributes="member: 6789426"><p>I agree often Gms do add flavor and its nice when they do, I think leaving enough room for that flavor to still be told is good, but not every hit gets a narrative and having more info that doesn't require more rolling and tables wouldn't hurt.</p><p></p><p></p><p>That is a better description for those games.</p><p></p><p></p><p>Yeah, I'm not a fan of sub dual damage either, only in movies do we get the satisfying one hit knock out, the boxing version is much more violent. So the nonlethal damage never made sense unless we are judging a pillow fight. What realistically happens is people get tired, they fight until they don't have the power to move, when ever people are being subdued in mental hospitals or by a group of police officers, they just hold the guy down till he wears himself out. This can be told to a player, "you are too weak to move", but they don't really understand that, just keep asking the GM, "can I move my hand? Can I talk?", so just say that is the point they pass out, the player looses control of the character. </p><p></p><p>That said I'm still on the fence with vitality points, I want that measure, but I know its not fun to book keep.</p><p></p><p>For the Mental stuff, I think moral is a big deal in combat, d&d doesn't handle it well with most things fighting to the death, which I guess is needed since experience points revolves around killing stuff.</p><p></p><p>I also think our sanity rules need to be tweaked, but not sure how to improve them yet.</p></blockquote><p></p>
[QUOTE="attevil, post: 6504424, member: 6789426"] I agree often Gms do add flavor and its nice when they do, I think leaving enough room for that flavor to still be told is good, but not every hit gets a narrative and having more info that doesn't require more rolling and tables wouldn't hurt. That is a better description for those games. Yeah, I'm not a fan of sub dual damage either, only in movies do we get the satisfying one hit knock out, the boxing version is much more violent. So the nonlethal damage never made sense unless we are judging a pillow fight. What realistically happens is people get tired, they fight until they don't have the power to move, when ever people are being subdued in mental hospitals or by a group of police officers, they just hold the guy down till he wears himself out. This can be told to a player, "you are too weak to move", but they don't really understand that, just keep asking the GM, "can I move my hand? Can I talk?", so just say that is the point they pass out, the player looses control of the character. That said I'm still on the fence with vitality points, I want that measure, but I know its not fun to book keep. For the Mental stuff, I think moral is a big deal in combat, d&d doesn't handle it well with most things fighting to the death, which I guess is needed since experience points revolves around killing stuff. I also think our sanity rules need to be tweaked, but not sure how to improve them yet. [/QUOTE]
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