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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="CapnZapp" data-source="post: 7624728" data-attributes="member: 12731"><p>Well, as I said, this is only part of why you might see complaints. And it is the easiest part to dismiss.</p><p></p><p>That is, I see a lot of posters choosing to define the complaints as this only, in order for them to ignore the complaints.</p><p></p><p></p><p>If that means you're no longer as dismissive of the complaints (that you take in the possibility the complainers aren't merely applying double standards to hp in melee and ranged) then my presence here is working.</p><p></p><p></p><p>Sure, but now you make it sound like you're discussing an issue completely separate from hit points.</p><p></p><p>My points is that hit points are intrinsically linked to the question of tactics in the gameplay.</p><p></p><p>That is, you can always skip minding cover if all you stand to lose is a couple of hit points. Yes, in the long run you can't afford to lose hp carelessly, but skipping cover is a definite choice to weigh against getting to your destination quicker.</p><p></p><p>Contrast to other games where getting shot at means risking a Dodge check, and possibly having to pay a rare Fate Point. You're much more likely to choose the safer but slower path.</p><p></p><p>So the hit points damage model directly impacts how the game plays out; creating an argument against using it that is not nearly as easy to dismiss than merely "I dislike hp-as-simulation for ranged combat even though I don't mind it for melee combat".</p><p></p><p>Best regards</p><p></p><p>PS. As always, that doesn't mean there's anything wrong with using hit points for a gunpowder game.</p><p></p><p>I'm only trying to bridge two different viewpoints by explaining why resistance against hit points have real solid origins, rather than it being just "wrong"</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7624728, member: 12731"] Well, as I said, this is only part of why you might see complaints. And it is the easiest part to dismiss. That is, I see a lot of posters choosing to define the complaints as this only, in order for them to ignore the complaints. If that means you're no longer as dismissive of the complaints (that you take in the possibility the complainers aren't merely applying double standards to hp in melee and ranged) then my presence here is working. Sure, but now you make it sound like you're discussing an issue completely separate from hit points. My points is that hit points are intrinsically linked to the question of tactics in the gameplay. That is, you can always skip minding cover if all you stand to lose is a couple of hit points. Yes, in the long run you can't afford to lose hp carelessly, but skipping cover is a definite choice to weigh against getting to your destination quicker. Contrast to other games where getting shot at means risking a Dodge check, and possibly having to pay a rare Fate Point. You're much more likely to choose the safer but slower path. So the hit points damage model directly impacts how the game plays out; creating an argument against using it that is not nearly as easy to dismiss than merely "I dislike hp-as-simulation for ranged combat even though I don't mind it for melee combat". Best regards PS. As always, that doesn't mean there's anything wrong with using hit points for a gunpowder game. I'm only trying to bridge two different viewpoints by explaining why resistance against hit points have real solid origins, rather than it being just "wrong" [/QUOTE]
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Community
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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