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How did 4e take simulation away from D&D?
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<blockquote data-quote="Herremann the Wise" data-source="post: 5510626" data-attributes="member: 11300"><p>While I'm a simulationist, I only wear the viking helmet occasionally. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I think the abstraction that is hit points can be a really good one at mechanically representing the things I mention. As long as actual physical damage is removed from the mix, then you can run the game more efficiently in a simulationist manner without having to go to the next degree of hit locations and large and many tables of data.</p><p></p><p>Or at least I think my example of it was a poor one at articulating my dissatisfaction with this element of 4e play. As I mentioned to NeonChameleon, for me it is as much about the process as the result. I want the two to mesh together in a satisfying (to me as a "simulationist") way.</p><p></p><p></p><p>Magic is more exhausting than regular combat was more what I was getting at here as a way of balancing a 3e/Pathfinder style wizard to the fighter. I prefer this method of balance than the one used in 4e. Again, I'm not that conservative in terms of martial characters but I have a lower threshold than your good self on this issue.</p><p></p><p>I agree here, I would just prefer 4e to allow a little more complexity on this one.</p><p></p><p>In my dual hp model such damage would be directly applied to physical damage, although you could still "spend" hit points in trying to grab hold of something on the way down to lessen the impact (something that the high level adventurer would be better at than a lower level one).</p><p></p><p>Exactly. Which is why damage from a knife in the neck while sleeping should go straight to the physical damage part bypassing being able to take it as hit point damage if one was awake and readied. As I said, separating physical damage from hit points provides a natural simulationist clarity to these awkward 3e/4e corner-cases.</p><p></p><p>You see I don't think an adventurer of any ilk should be able to defy the gameworld physics and logic without a very good reason (such as magic or divine intervention or upon the most extreme of cases: dumb luck). </p><p></p><p>That's cool and no need to apologize at all (even though I have a Mathematic's degree and have tutored high school and university students in mathematics for over seventeen years in my spare time <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />). </p><p></p><p>My own preference is for a much flatter structure where an exquisitely constructed piece of full plate armour is the most expensive thing that you can actually purchase. There is generally not enough coin around to pay for highly magical items, so such items are either traded for something else (land, title, honour, other magical items or services) or else given away or possibly sold on the cheap in a black market.</p><p></p><p>It would function but in a bizarre way that I have little comprehension of and so would struggle to roleplay with.</p><p></p><p>What you class as overfitting and what I class as overfitting may differ, but I truly grock your point here.</p><p></p><p>Where as for me, I like the dual hit point idea, a dual, Double DC core mechanic and a handful of other ideas so as the process elegantly matches the situation with satisfying nods to abstracting things that should be naturally abstracted and representing things that should be represented. Where we draw the line between the two may differ a little though.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p><p></p><p>PS: I tried to XP you for the extended and well considered discussion but alas I must be more liberal with my XP giving first. If someone would be so kind as to pass some XP cheer to eriktheguy, I think it is well deserved.</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5510626, member: 11300"] While I'm a simulationist, I only wear the viking helmet occasionally. ;) I think the abstraction that is hit points can be a really good one at mechanically representing the things I mention. As long as actual physical damage is removed from the mix, then you can run the game more efficiently in a simulationist manner without having to go to the next degree of hit locations and large and many tables of data. Or at least I think my example of it was a poor one at articulating my dissatisfaction with this element of 4e play. As I mentioned to NeonChameleon, for me it is as much about the process as the result. I want the two to mesh together in a satisfying (to me as a "simulationist") way. Magic is more exhausting than regular combat was more what I was getting at here as a way of balancing a 3e/Pathfinder style wizard to the fighter. I prefer this method of balance than the one used in 4e. Again, I'm not that conservative in terms of martial characters but I have a lower threshold than your good self on this issue. I agree here, I would just prefer 4e to allow a little more complexity on this one. In my dual hp model such damage would be directly applied to physical damage, although you could still "spend" hit points in trying to grab hold of something on the way down to lessen the impact (something that the high level adventurer would be better at than a lower level one). Exactly. Which is why damage from a knife in the neck while sleeping should go straight to the physical damage part bypassing being able to take it as hit point damage if one was awake and readied. As I said, separating physical damage from hit points provides a natural simulationist clarity to these awkward 3e/4e corner-cases. You see I don't think an adventurer of any ilk should be able to defy the gameworld physics and logic without a very good reason (such as magic or divine intervention or upon the most extreme of cases: dumb luck). That's cool and no need to apologize at all (even though I have a Mathematic's degree and have tutored high school and university students in mathematics for over seventeen years in my spare time :D). My own preference is for a much flatter structure where an exquisitely constructed piece of full plate armour is the most expensive thing that you can actually purchase. There is generally not enough coin around to pay for highly magical items, so such items are either traded for something else (land, title, honour, other magical items or services) or else given away or possibly sold on the cheap in a black market. It would function but in a bizarre way that I have little comprehension of and so would struggle to roleplay with. What you class as overfitting and what I class as overfitting may differ, but I truly grock your point here. Where as for me, I like the dual hit point idea, a dual, Double DC core mechanic and a handful of other ideas so as the process elegantly matches the situation with satisfying nods to abstracting things that should be naturally abstracted and representing things that should be represented. Where we draw the line between the two may differ a little though. Best Regards Herremann the Wise PS: I tried to XP you for the extended and well considered discussion but alas I must be more liberal with my XP giving first. If someone would be so kind as to pass some XP cheer to eriktheguy, I think it is well deserved. [/QUOTE]
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