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Is the Real Issue (TM) Process Sim?
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<blockquote data-quote="ExploderWizard" data-source="post: 6260147" data-attributes="member: 66434"><p>Specific injuries in most cases were never part of the abstract game to begin with, thus hit points. </p><p></p><p>Somewhere along the way, the decision was made to treat hit points as a tactical resource rather than a strategic one. This has the side effect of making them appear more as superhero stun points than anything else. The longer healing times weren't more "realistic" or anything like that. Realism headed for the door at the mention of hit points. </p><p></p><p>In the early game, taking the risk of hit point loss was a more strategic decision. Combat was very lethal and those that hurled themselves into such activity relentlessly would often spend more time rolling up new characters than playing. At some point someone thought it would be a good idea to feature thoughtless charges into combat as a winning strategy. In order for that to happen, hit point pools needed to get larger, and recovery of such easier and and faster. Thus the hit point as a more tactical resource.</p><p></p><p></p><p>This of course brings about its own set of problems. Why won't the PCs talk to anyone or negotiate? Why are they such bloodthirsty savages? Why do they charge into a fight without considering any options? </p><p></p><p>Quite simply, because they can. The rules of the game determine what is or isn't a good move. A game rewards the type of action its rules support. Therefore as long as hit points are an easily replenished tactical resource expect players to treat them as such.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6260147, member: 66434"] Specific injuries in most cases were never part of the abstract game to begin with, thus hit points. Somewhere along the way, the decision was made to treat hit points as a tactical resource rather than a strategic one. This has the side effect of making them appear more as superhero stun points than anything else. The longer healing times weren't more "realistic" or anything like that. Realism headed for the door at the mention of hit points. In the early game, taking the risk of hit point loss was a more strategic decision. Combat was very lethal and those that hurled themselves into such activity relentlessly would often spend more time rolling up new characters than playing. At some point someone thought it would be a good idea to feature thoughtless charges into combat as a winning strategy. In order for that to happen, hit point pools needed to get larger, and recovery of such easier and and faster. Thus the hit point as a more tactical resource. This of course brings about its own set of problems. Why won't the PCs talk to anyone or negotiate? Why are they such bloodthirsty savages? Why do they charge into a fight without considering any options? Quite simply, because they can. The rules of the game determine what is or isn't a good move. A game rewards the type of action its rules support. Therefore as long as hit points are an easily replenished tactical resource expect players to treat them as such. [/QUOTE]
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