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<blockquote data-quote="Jack Simth" data-source="post: 5630610" data-attributes="member: 29252"><p>It doesn't make simulationist sense. Like HP, it's not supposed to. It does, however, do it's job.</p><p></p><p>There is a significant difference between what your earlier posts were very strongly implying and what your later posts said.</p><p></p><p>If you're in the middle of a firefight (which doesn't generally last long) and someone goes down from a shot, and the shooter is still shooting at you, no, you don't immediately stop and tend the wounded, unless the wounded fell somewhere where you'll have cover. <u>You deal with the shooter first</u>. Why? People are still in immediate risk. It's one of those cold logic things. If your companion falls in such a way that you can get to him without risk, and your companion is not in immediate risk of getting shot again, this can be a different story... but in the middle of a melee? No.</p><p></p><p>Yes & no, but I'm growing fatigued of this discussion, and am not going to get into the difference here.</p><p></p><p>This is not what you were implying earlier. You were using phrases like "keep him engaged" and "can't just poke him and walk away" and similar, that were strongly implying keeping the person administering first aid had to stay there for the rest of the fight for it to be effective. </p><p></p><p>That's only part of the question. What's your standard of realism? When someone does an uppercut on an opponent, do you require that the next blow be in a downward direction? After someone's done a downwards blow at an opponent, do you object if the next one is at the opponent's head? </p><p></p><p>So what do you do on magical traps? Your basic Fireball trap cannot be disabled in that manner without a reasonably consistent theory of magic traps. For that matter, it can't even be found in that manner.</p><p></p><p>Also, as a follow-up: How then do you account for the "Other Ways To Beat A Trap" portion of the Disable Device entry, if such "logical" methods of beating the trap are what permits the roll in the first place?</p><p></p><p>As a few other posters have mentioned, this starts having significant issues when you get into traps that aren't mundane in nature. But apparently, you play without magic...</p><p></p><p>And, of course, many of your trap-finding materials are going to be used up after a few checks... so you can't search for certain types of traps anymore.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 5630610, member: 29252"] It doesn't make simulationist sense. Like HP, it's not supposed to. It does, however, do it's job. There is a significant difference between what your earlier posts were very strongly implying and what your later posts said. If you're in the middle of a firefight (which doesn't generally last long) and someone goes down from a shot, and the shooter is still shooting at you, no, you don't immediately stop and tend the wounded, unless the wounded fell somewhere where you'll have cover. [U]You deal with the shooter first[/U]. Why? People are still in immediate risk. It's one of those cold logic things. If your companion falls in such a way that you can get to him without risk, and your companion is not in immediate risk of getting shot again, this can be a different story... but in the middle of a melee? No. Yes & no, but I'm growing fatigued of this discussion, and am not going to get into the difference here. This is not what you were implying earlier. You were using phrases like "keep him engaged" and "can't just poke him and walk away" and similar, that were strongly implying keeping the person administering first aid had to stay there for the rest of the fight for it to be effective. That's only part of the question. What's your standard of realism? When someone does an uppercut on an opponent, do you require that the next blow be in a downward direction? After someone's done a downwards blow at an opponent, do you object if the next one is at the opponent's head? So what do you do on magical traps? Your basic Fireball trap cannot be disabled in that manner without a reasonably consistent theory of magic traps. For that matter, it can't even be found in that manner. Also, as a follow-up: How then do you account for the "Other Ways To Beat A Trap" portion of the Disable Device entry, if such "logical" methods of beating the trap are what permits the roll in the first place? As a few other posters have mentioned, this starts having significant issues when you get into traps that aren't mundane in nature. But apparently, you play without magic... And, of course, many of your trap-finding materials are going to be used up after a few checks... so you can't search for certain types of traps anymore. [/QUOTE]
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