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General Tabletop Discussion
*Dungeons & Dragons
If you could put D&D into any other non middle ages genre, what would it be?
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<blockquote data-quote="Fenris-77" data-source="post: 7624714" data-attributes="member: 6993955"><p>[MENTION=12731]CapnZapp[/MENTION] I think you're mistaking my point for something it's not. The lack of understanding specifically indexes the inability (by design) of HP to simulate damage from any real world weapons - HP as simulation. One big subset of arguments about HP and firearms is how while they might work for melee they don't for firearms (as a simulation). They don't 'work' for either, the only difference is the extent to which people don't realize that they don't work for melee (again, as a simulation). In both cases they are a heavily fictionalized account of combat. It's not that I don't understand the complaints, I just don't have a lot of sympathy for them - HP is what it is and asking it do something very different from what it's designed to do is always going to messy and complicated. Maybe worth it as a hack (who doesn't love a good rules hack) but don't complain that it doesn't fit like a glove. So, to sum up, I am only addressing some specific points about the value of HP as simulation as regards melee versus firearms damage for people who complain about the lack of 'realism' in the HP system.</p><p></p><p>To your point, which is about how HP interact with the tactical considerations in the game at range, I probably agree. The pace of ranged centric combat probably requires some kind of tweak to the tactical mechanics of the game. The turn by turn thing is hard to overcome unless you want to buff the role of reactions, and maybe stretch multiple attacks over multiple initiative steps to try and interweave things more. Rules for overwatch and holding actions become more necessary too. That actually sounds like a fun thread, we should do that - the tactics and game play are probably a bigger barrier to satisfying play than HP anyway.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7624714, member: 6993955"] [MENTION=12731]CapnZapp[/MENTION] I think you're mistaking my point for something it's not. The lack of understanding specifically indexes the inability (by design) of HP to simulate damage from any real world weapons - HP as simulation. One big subset of arguments about HP and firearms is how while they might work for melee they don't for firearms (as a simulation). They don't 'work' for either, the only difference is the extent to which people don't realize that they don't work for melee (again, as a simulation). In both cases they are a heavily fictionalized account of combat. It's not that I don't understand the complaints, I just don't have a lot of sympathy for them - HP is what it is and asking it do something very different from what it's designed to do is always going to messy and complicated. Maybe worth it as a hack (who doesn't love a good rules hack) but don't complain that it doesn't fit like a glove. So, to sum up, I am only addressing some specific points about the value of HP as simulation as regards melee versus firearms damage for people who complain about the lack of 'realism' in the HP system. To your point, which is about how HP interact with the tactical considerations in the game at range, I probably agree. The pace of ranged centric combat probably requires some kind of tweak to the tactical mechanics of the game. The turn by turn thing is hard to overcome unless you want to buff the role of reactions, and maybe stretch multiple attacks over multiple initiative steps to try and interweave things more. Rules for overwatch and holding actions become more necessary too. That actually sounds like a fun thread, we should do that - the tactics and game play are probably a bigger barrier to satisfying play than HP anyway. [/QUOTE]
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Community
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If you could put D&D into any other non middle ages genre, what would it be?
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