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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Crazy Jerome" data-source="post: 5621016" data-attributes="member: 54877"><p>Yesway, your tack reminded me of a similarly off-beat slant I had on the "hit point versus assassination attempt" issue that was raised much earlier in the topic:</p><p> </p><p>To preserve the main value of hit points (i.e. pacing and plot protection due to various elements presumed of the character such as toughness, luck, etc.), while allowing for the single "knife to the throat" kind of resolution, would it make sense to have hit point depleting abilities that involve stalking or otherwise setting up the target? And if so, can you provide these abilities in ways that are going to satisfy various peoples' requirements for relation to the fiction?</p><p> </p><p>In 4E terms, I suppose this would be a rogue power (or similar) that produces hit point "damage" on a target, but is:</p><p> </p><p>1. Dependent on sneaking, trickery, or the like, and</p><p>2. Negated if the final attack misses.</p><p> </p><p>For a 3E version, I suppose this would be something like sneak dice that are accumulated over time with skill checks, and apply to the first attack delivered against the target, with surprise.</p><p> </p><p>Those implementations are fairly rough, but I needed some kind of example. Anyway, if we take hit points as envisioned above, it would seem to make sense that something other than physical attacks can pull them down. Presumably, also, the target gets to act in his round to somehow "fight back" without the character actually knowing he is a target at that moment. This seems a rather trickier issue to satisfy for the "disassociated" crowd than the rogue itself.</p><p> </p><p>OTOH, if RC is right and I'm wrong about the possiblities of embracing the theory, then this would seem to be an area where 4E is failing to pursue an avenue of its design that is unique to it.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5621016, member: 54877"] Yesway, your tack reminded me of a similarly off-beat slant I had on the "hit point versus assassination attempt" issue that was raised much earlier in the topic: To preserve the main value of hit points (i.e. pacing and plot protection due to various elements presumed of the character such as toughness, luck, etc.), while allowing for the single "knife to the throat" kind of resolution, would it make sense to have hit point depleting abilities that involve stalking or otherwise setting up the target? And if so, can you provide these abilities in ways that are going to satisfy various peoples' requirements for relation to the fiction? In 4E terms, I suppose this would be a rogue power (or similar) that produces hit point "damage" on a target, but is: 1. Dependent on sneaking, trickery, or the like, and 2. Negated if the final attack misses. For a 3E version, I suppose this would be something like sneak dice that are accumulated over time with skill checks, and apply to the first attack delivered against the target, with surprise. Those implementations are fairly rough, but I needed some kind of example. Anyway, if we take hit points as envisioned above, it would seem to make sense that something other than physical attacks can pull them down. Presumably, also, the target gets to act in his round to somehow "fight back" without the character actually knowing he is a target at that moment. This seems a rather trickier issue to satisfy for the "disassociated" crowd than the rogue itself. OTOH, if RC is right and I'm wrong about the possiblities of embracing the theory, then this would seem to be an area where 4E is failing to pursue an avenue of its design that is unique to it. [/QUOTE]
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