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Community
General Tabletop Discussion
*Dungeons & Dragons
GM's are you bored of your combat and is it because you made it boring?
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<blockquote data-quote="Lanefan" data-source="post: 8092130" data-attributes="member: 29398"><p>That's what it means in 3e, but I'm not at all convinced 3e did this well even though I believe they had the right idea.</p><p></p><p>Impressive - that's two gargantuan cans of worms in a single sentence - well done! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>First off, to avoid triggering the 945th debate over what hit points are, I see them as a measure of injury (be it physical, fatigue, whatever); and thus a character with a device that gave her more hit points would soon realize the benefit of said device once things that previously hurt her now don't hurt her as much.</p><p></p><p>Second, and I assume here you mean the difference between being at 1 h.p. and 0 h.p., on this I agree with you. It's always been a design problem IMO; but every decent attempt to fix it I've ever seen always seems to end in wails of "death spiral!". I've tried - clunkily - to fix it to some extent, but it's still poor.</p><p></p><p>I see the rules as ideally being as close to a replication of the in-game physics model as we can manage, tempered by the practicality of trying to maintain a playable game. (take away this tempering and the rule books would become gargantuan and play would slow to an absolute crawl)</p><p></p><p>Or, put another way, the rules are the (simplified) user interface to the physics model used in the game world. I guess the questions are then a) how much simplification is one willing to accept, and b) how much of that model can be summed up simply by saying it works the same as in real life.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8092130, member: 29398"] That's what it means in 3e, but I'm not at all convinced 3e did this well even though I believe they had the right idea. Impressive - that's two gargantuan cans of worms in a single sentence - well done! :) First off, to avoid triggering the 945th debate over what hit points are, I see them as a measure of injury (be it physical, fatigue, whatever); and thus a character with a device that gave her more hit points would soon realize the benefit of said device once things that previously hurt her now don't hurt her as much. Second, and I assume here you mean the difference between being at 1 h.p. and 0 h.p., on this I agree with you. It's always been a design problem IMO; but every decent attempt to fix it I've ever seen always seems to end in wails of "death spiral!". I've tried - clunkily - to fix it to some extent, but it's still poor. I see the rules as ideally being as close to a replication of the in-game physics model as we can manage, tempered by the practicality of trying to maintain a playable game. (take away this tempering and the rule books would become gargantuan and play would slow to an absolute crawl) Or, put another way, the rules are the (simplified) user interface to the physics model used in the game world. I guess the questions are then a) how much simplification is one willing to accept, and b) how much of that model can be summed up simply by saying it works the same as in real life. [/QUOTE]
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Community
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GM's are you bored of your combat and is it because you made it boring?
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