how the HELL did THIS get through the censor?????????
Could you please NOT directly quote inappropriate language? Because now I have to edit it out twice, which is annoying.
how the HELL did THIS get through the censor?????????
Personally while encumbrance's degradation of importance is a step in the right direction, it still exists and is even more baffling in function due to it's half-step.
Skills are still bound to a more grounded understanding of reality when i'd prefer if they're treated as more Superhero-esque capabilities--we can't even make protective circles with religion for god's sake.
Fighters and Rogue(the two baseline 'normal'/'mundane' classes) maybe fine balance-wise but I detest their simplicity--mostly for Fighter since Rogue at least has cunning action--and caster's complicatedness due to vancian casting.
Basically my issue is that while 5e is filled with magic, it's non-magics are left by the wayside due to being mundane while I'd prefer if even non-magical abilities are more exaggerated and less grounded
I think tha fact that morale isn’t a core rule (it’s an option) has a lot to do with this. In fact my main gripe with HP systems like dnd’s is that not enough is done with the various thresholds before zero HP. Morale at Bloodied is a good add. I also wouldn’t mind conditions like prone coming up more when taking certain amounts of damage.I agree with you there. I like HP as a simple health bar mechanics, but arguments in favour of versimilitude are feeble IMO.
In the animal kingdom as in human conflicts (or any dangerous ventures really), the risks of lasting damage and injuries are constantly weighted against the benefits of success. It’s often no good to win a fight if you emerge injured, even if still alive. It’s no good to win a race if your car needs extensive repair, even if it’s not totalled. Oftentimes, surrendering (or cutting your losses and let the opponent win) is the optimal option. This is often lost in RPG, in part because hp are very lenient until you’re just dead ( but also because we tend to put PCs in life-or-death situations exclusively)
Earthdawn and Torg seem to be 'old' games that used a lot of mechanical ideas that feel like they come from 'modern' game design inventions...There can be middle ground, however! FASA's Earthdawn gives you a pool of "hit points", but taking damage above a certain threshold could inflict a wound. Removing a wound took one of your Recovery Tests (think Healing Surges, back in the 90's!). Alternately, you could struggle with a wound, but each wound gave you a stacking penalty on attempts to heal damage, until you were simply forced to take the time to remove them. It's a system I've often toyed with applying to 5e, but I have to figure out how to con...vince my players into buying into it, lol.