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How many hit 'til you start dying?
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<blockquote data-quote="Ariosto" data-source="post: 4665301" data-attributes="member: 80487"><p>In D&D, I like the old standard in which it takes on average but one or two hits from a sword or the like to kill a normal man or first-level character, and progressively more at higher levels.</p><p></p><p>Both the great hazard at one extreme and the ease of managing risk at the other appeal to me. There are always ways to encounter sudden death, but I appreciate that they don't come down to a "critical hit" from just any foe. The way things sort out strikes me as splendid for the sort of game D&D was originally designed to facilitate. The very challenge of survival through early levels (greatly aided by adopting careful strategies rather than counting on luck) makes the hard-earned rewards of success all the sweeter. There's a sharp difference between normal men and the "heroic." The latter may be able to count on surviving a couple of "hits" from a giant that would be overkill versus the former.</p><p></p><p>In a different context, I like that the most experienced character in Traveller is likely to get felled, but almost certainly not killed, by the first wound (unless facing unusually heavy firepower) -- with death quite likely from a second shot. The consequences make combat something not to undertake lightly, while not making character death so frequent as to interfere with attachment to, and development of, the persona. The game's focus is generally on other things than being a giant-slayer (at least as a full-time occupation)!</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4665301, member: 80487"] In D&D, I like the old standard in which it takes on average but one or two hits from a sword or the like to kill a normal man or first-level character, and progressively more at higher levels. Both the great hazard at one extreme and the ease of managing risk at the other appeal to me. There are always ways to encounter sudden death, but I appreciate that they don't come down to a "critical hit" from just any foe. The way things sort out strikes me as splendid for the sort of game D&D was originally designed to facilitate. The very challenge of survival through early levels (greatly aided by adopting careful strategies rather than counting on luck) makes the hard-earned rewards of success all the sweeter. There's a sharp difference between normal men and the "heroic." The latter may be able to count on surviving a couple of "hits" from a giant that would be overkill versus the former. In a different context, I like that the most experienced character in Traveller is likely to get felled, but almost certainly not killed, by the first wound (unless facing unusually heavy firepower) -- with death quite likely from a second shot. The consequences make combat something not to undertake lightly, while not making character death so frequent as to interfere with attachment to, and development of, the persona. The game's focus is generally on other things than being a giant-slayer (at least as a full-time occupation)! [/QUOTE]
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