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General Tabletop Discussion
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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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<blockquote data-quote="Fenris-77" data-source="post: 7624741" data-attributes="member: 6993955"><p>I was only addressing a specific portion of the complaints, and even then not dismissing them outright, just adding some much needed context. There are all sorts of other very legitimate complaints about the HP depending on what a group wants their campaign to feel like. It's not your presence either (awesome as that may be) as I was only indexing a limited portion of the conversation. Sorry if it seemed like I was being outright dismissive, that wasn't the intent - I just think the focus should be on mechanics and game play, and not on the philosophy of HP as simulation.</p><p></p><p>As for the tactics, I feel like HP are one moving part in what needs to be a larger conversation. To change the tactical feel of the game HP do need to be addressed, but not, i think, in isolation. You could layer in more consequences and another mechanic or two, along with appropriately leveled damage to give the 5E rule set some of the vibe your looking for (be it from Fate or whatever). I would start with an idea - "I want combat to feel like X" and then list the mechanics involved plus things that are missing. Those mechanics are all interwoven, so changing one can change another, and I think you'd need to balance things out as a package. I think the idea of consequences would be central to that conversation, but I also think that there are probably a lot of ways to add consequences other than just massaging the HP system. This could obviously apply to non-firearms games as well if a group wanted a crunchier, grittier, feel to combat.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7624741, member: 6993955"] I was only addressing a specific portion of the complaints, and even then not dismissing them outright, just adding some much needed context. There are all sorts of other very legitimate complaints about the HP depending on what a group wants their campaign to feel like. It's not your presence either (awesome as that may be) as I was only indexing a limited portion of the conversation. Sorry if it seemed like I was being outright dismissive, that wasn't the intent - I just think the focus should be on mechanics and game play, and not on the philosophy of HP as simulation. As for the tactics, I feel like HP are one moving part in what needs to be a larger conversation. To change the tactical feel of the game HP do need to be addressed, but not, i think, in isolation. You could layer in more consequences and another mechanic or two, along with appropriately leveled damage to give the 5E rule set some of the vibe your looking for (be it from Fate or whatever). I would start with an idea - "I want combat to feel like X" and then list the mechanics involved plus things that are missing. Those mechanics are all interwoven, so changing one can change another, and I think you'd need to balance things out as a package. I think the idea of consequences would be central to that conversation, but I also think that there are probably a lot of ways to add consequences other than just massaging the HP system. This could obviously apply to non-firearms games as well if a group wanted a crunchier, grittier, feel to combat. [/QUOTE]
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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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