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How can a model be failed if it's been successfully working/chugging along for almost 50 years?So here it is, as a model that pretty much fails no matter how you approach it.
How can a model be failed if it's been successfully working/chugging along for almost 50 years?So here it is, as a model that pretty much fails no matter how you approach it.
Speaking of which...
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How can a model be failed if it's been successfully working/chugging along for almost 50 years?
I just posted the picture because he said Avengers and the issue was just announced.I never said people don't keep trying to do D&D based supers games and supers-adjacent stuff. Of course they do, D&D is a big enough target market its going to make that attractive. But I don't think its a coincidence that the only one to come out in the post 3e D20 surge that really got anywhere immediately and progressively scraped away most of what most people would consider core D&D elements including hit points, armor class, character classes and levels (at least in the way D&D uses the latter).
I've never struggled with explaining hit points or its attendant features/implications in my 17 years as a DM.Because its not been used a model. Its just been a naked game mechanic to tell you when people fall down and how to patch them up. It doesn't really model anything that can be discerned in the fiction without showing its issues almost immediately.
I just posted the picture because he said Avengers and the issue was just announced.
From the poll we did before on it, it seems like Captain America is within the mundane-enough range for most folks (the poll came out of folks debating what was too super or super-natural for a fighter to have).
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D&D General - Poll: How tough should 20th Level Fighters be? (MCU edition)
So, in another thread, the great debate rages between whether the Quadratic Wizard vs. Linear Fighters fault is more Dr. Strange's fault or more Bucky's. Since Strange keeps using his time powers to wipe out attempts to vote about how over-powered he is, lets go to the other side. Where do...www.enworld.org
I've never struggled with explaining hit points or its attendant features/implications in my 17 years as a DM.
They make longer stories. Longer does not necessarily equal better.Few realize or are willing to vocalize the reason why 4e and 5e PCs are harder to kill. Tougher PCs who don't randomly die, aren't icky gray morally, and don't take off months of a time make better stories.
The bigger difference is that in 0e-1e-2e the important story was that of the party as a whole* rather than of any individual character; and some of that story involved changes - forced or otherwise - in party makeup now and then.0e, 1e, and early 2e PCs had stories. But in the purely narrative literal sense, their stories were often terrible. They almost never follow a writting curve nd they usually exist in plotless or weak plot stories unless the DM forced the plot AND fudged dice. You write down a Old D&D PC's life and hand it to a English teacher and you were getting a F back. D+ if you rolled well.
We implemented a homebrew body point/fatigue point system into D&D about 40 years ago that works pretty much like this. Body points always represent real injury and are harder to cure or rest back; most people have between 2-6 b.p. (size of roll is race-dependent rather than class-dependent) and the range of 0 to -9 is also b.p. Fatigue points - the usual h.p. you get from your class and level - go on top of these and represent fatigue, luck, and all that other stuff PLUS nicks and scratches in order to allow poison to work as intended.The Star Wars d20 RPG got so close on fixing this. They gave PCs a pool of wound points equal to Con (good) which heal slowly. Then they gave them a large pool of vitality (good) which heals quickly and represents luck, skill, and other intangibles. Attacks that damage vitality are never real hits, and you have to exhaust vitality before you take wound. (Good).
It's not about longer stories. It's about who was the subject of the story.They make longer stories. Longer does not necessarily equal better
Incorrect.The bigger difference is that in 0e-1e-2e the important story was that of the party as a whole* rather than of any individual character; and some of that story involved changes - forced or otherwise - in party makeup now and then.
The trend where players see their own PC's story as being as or more important than that of the party is not something to be celebrated.
* - or even sometimes the campaign as a whole, if multiple parties were involved.