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<blockquote data-quote="niklinna" data-source="post: 9309532" data-attributes="member: 71235"><p>Well, see, clocks cover all sorts of things at all sorts of scales: When the guards are alerted to your presence, when the demon influence finally takes over the city council, when your ritual preparations finally summon the eldritch horror, when you convince a patron to give you what you want, when you seduce that rich socialite who's got the dirt on your enemy, when the armor of the elite juggernaut you are fighting is breached (so you can finally inflict actual Harm), when the crazed mob you are fighting is taken out or dispersed. Clocks are easily improvised to represent all that, and tunable to establish pacing and tension for a brewing event or outcome. AND! Multiple clocks can be set up in series, or in parallel, or in opposition, or any combination thereof, to dynamically represent all sorts of situations. They are like a rich multi-tier, multi-layer wedding or birthday or victory cake of gaming goodness, with multiple flavors and cool frosting decorations all over.</p><p></p><p>Hit points only cover when an individual creature falls over dead (or dying), and maybe sometimes how hard it is to like bash down a door or something. They are like a small chipped bowl with a couple of stale peanuts in it.</p></blockquote><p></p>
[QUOTE="niklinna, post: 9309532, member: 71235"] Well, see, clocks cover all sorts of things at all sorts of scales: When the guards are alerted to your presence, when the demon influence finally takes over the city council, when your ritual preparations finally summon the eldritch horror, when you convince a patron to give you what you want, when you seduce that rich socialite who's got the dirt on your enemy, when the armor of the elite juggernaut you are fighting is breached (so you can finally inflict actual Harm), when the crazed mob you are fighting is taken out or dispersed. Clocks are easily improvised to represent all that, and tunable to establish pacing and tension for a brewing event or outcome. AND! Multiple clocks can be set up in series, or in parallel, or in opposition, or any combination thereof, to dynamically represent all sorts of situations. They are like a rich multi-tier, multi-layer wedding or birthday or victory cake of gaming goodness, with multiple flavors and cool frosting decorations all over. Hit points only cover when an individual creature falls over dead (or dying), and maybe sometimes how hard it is to like bash down a door or something. They are like a small chipped bowl with a couple of stale peanuts in it. [/QUOTE]
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