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<blockquote data-quote="Desdichado" data-source="post: 3326927" data-attributes="member: 2205"><p>The rat bastard in me is struggling not to mock this entire point of view. But for the sake of argument, I won't. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>In D&D, healing is still available, so you don't have that problem. I wonder if our inadvertent house rule of having the "dying" condition work like D&D--i.e., lose a point until down to -10, really changed the dynamic? Keep in mind also--Star Wars has weapons with a bit more damage output potential than D&D tends to.</p><p></p><p>In my experience, this is much less of a problem than you are putting it forth as.</p><p></p><p>That I can see, although I still don't sympathize with much. I <strong>like</strong> the idea that mook #3 could take down a high level character with one lucky shot--but that he probably won't. You're (or whoever did so) correct in pointing out that in D&D opponents with greater damage potential start popping up as you progress in level. But those aren't mooks, so the complaint is a moot one. Even scoring a critical hit in D&D, a mook isn't going to be <strong>killing</strong> characters outright, and with D&D healing, it's a bit of a non-event anyway.</p><p></p><p> Again, the whole thing comes down to style preferences. It <strong>is</strong> a feature, not a bug---but not everyone wants that feature.</p><p></p><p>How is that not elegant? I actually think that's another fairly elegant way to solve the "problem" if you percieve it as one. WFRP does essentially that, for instance.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 3326927, member: 2205"] The rat bastard in me is struggling not to mock this entire point of view. But for the sake of argument, I won't. :p In D&D, healing is still available, so you don't have that problem. I wonder if our inadvertent house rule of having the "dying" condition work like D&D--i.e., lose a point until down to -10, really changed the dynamic? Keep in mind also--Star Wars has weapons with a bit more damage output potential than D&D tends to. In my experience, this is much less of a problem than you are putting it forth as. That I can see, although I still don't sympathize with much. I [b]like[/b] the idea that mook #3 could take down a high level character with one lucky shot--but that he probably won't. You're (or whoever did so) correct in pointing out that in D&D opponents with greater damage potential start popping up as you progress in level. But those aren't mooks, so the complaint is a moot one. Even scoring a critical hit in D&D, a mook isn't going to be [b]killing[/b] characters outright, and with D&D healing, it's a bit of a non-event anyway. Again, the whole thing comes down to style preferences. It [b]is[/b] a feature, not a bug---but not everyone wants that feature. How is that not elegant? I actually think that's another fairly elegant way to solve the "problem" if you percieve it as one. WFRP does essentially that, for instance. [/QUOTE]
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