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<blockquote data-quote="Hussar" data-source="post: 3879823" data-attributes="member: 22779"><p>I dealt with this in the other thread talking about hp's. I'll repeat things here.</p><p></p><p>HP's are abstract. The problem is, people want to make the mechanics fit the narrative, rather than the other way around. When the high level fighter jumps off the cliff, he doesn't free fall to the bottom and go splat. We know he didn't because he still has hp's left and walks away.</p><p></p><p>For the same reason, we don't describe a killing blow before damage is rolled in combat.</p><p></p><p>Instead, the fighter hit some shrubs and branches on the way down, slowing his fall and landed in a deep pile of pine needles at the bottom. Thus, the narrative fits the mechanics, in exactly the way it should be in a RPG. We don't declare the results of an action before the dice are rolled, ever. This is no different.</p><p></p><p>Make the narrative fit the action, not the other way around.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3879823, member: 22779"] I dealt with this in the other thread talking about hp's. I'll repeat things here. HP's are abstract. The problem is, people want to make the mechanics fit the narrative, rather than the other way around. When the high level fighter jumps off the cliff, he doesn't free fall to the bottom and go splat. We know he didn't because he still has hp's left and walks away. For the same reason, we don't describe a killing blow before damage is rolled in combat. Instead, the fighter hit some shrubs and branches on the way down, slowing his fall and landed in a deep pile of pine needles at the bottom. Thus, the narrative fits the mechanics, in exactly the way it should be in a RPG. We don't declare the results of an action before the dice are rolled, ever. This is no different. Make the narrative fit the action, not the other way around. [/QUOTE]
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