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General Tabletop Discussion
*TTRPGs General
Justifying high level 'guards', 'pirates', 'soldiers', 'assassins', etc.
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<blockquote data-quote="GlaziusF" data-source="post: 4489397" data-attributes="member: 74166"><p>Those are ways you can model shock and your character's ability to recover from it. </p><p></p><p>Actually, maybe shock is the wrong word there. The term I'm looking for I don't believe actually exists in English or maybe even language, but there's an adjective, and it is "sudden". Damage is "a suddenness", which does not destroy you on a fundamental level but can overwhelm you.</p><p></p><p></p><p></p><p>Every Sim City game is the story of a city and how it grew. Everybody playing Sim City, unless they have fundamental brain damage, is making up their own story in their own head about their city and how it is growing.</p><p></p><p>This is because they are human, and humans make up stories about everything. It's what they do. There is no practical difference between a narrativist who for consistency's sake decides a city guard is not a credible participant in a story and a simulationist who runs the numbers and decides a city guard could not be a credible participant.</p><p></p><p></p><p></p><p>Just to make sure we're on the same page, this is still in reference to using the "same monster" as a solo, elite, normal, and minion-class enemy, right? Not scaling the same enemy up or down a few levels to account for plausibly stronger and weaker versions?</p><p></p><p>Remember, in the "underlying simulation" there is no binary hit or miss. You deal damage based on the end result of your attack roll, after factoring in any modifiers and subtracting enemy defense. For modeling's sake that's being converted into a binary hit or miss with a damage roll to pick a random result from the hit range.</p><p></p><p>It'd be just as possible to provide everyone with the Master Statistical Damage Table By Attack Class Vs Armor, or to have a fixed hit threshhold and a Master Damage Expression By Attack Class Vs Armor Incorporating Level Difference Table. This way just makes it easier for people to get their damage dice ready while the attack roll's still spinning.</p><p></p><p></p><p></p><p>It's actually the same "underlying simulated" monster each time. At solo and elite class it's taking attack penalties to make more attacks and use powers in more complex ways, and the lower defenses and increased hit points model an identical durability but preserve the idea of "binary hit or miss with respectable hit chance and invariant damage expression". At minion class PC damage is basically off the charts and the higher defenses are just there because anything less won't instakill them and tracking hit points for 20 dudes is kind of a hassle. (Why doesn't the "solo" monster decide instead to instagib PCs? Maybe it can't, since only PCs and not monsters get severity bonus or the damage curve is just "kinder".)</p></blockquote><p></p>
[QUOTE="GlaziusF, post: 4489397, member: 74166"] Those are ways you can model shock and your character's ability to recover from it. Actually, maybe shock is the wrong word there. The term I'm looking for I don't believe actually exists in English or maybe even language, but there's an adjective, and it is "sudden". Damage is "a suddenness", which does not destroy you on a fundamental level but can overwhelm you. Every Sim City game is the story of a city and how it grew. Everybody playing Sim City, unless they have fundamental brain damage, is making up their own story in their own head about their city and how it is growing. This is because they are human, and humans make up stories about everything. It's what they do. There is no practical difference between a narrativist who for consistency's sake decides a city guard is not a credible participant in a story and a simulationist who runs the numbers and decides a city guard could not be a credible participant. Just to make sure we're on the same page, this is still in reference to using the "same monster" as a solo, elite, normal, and minion-class enemy, right? Not scaling the same enemy up or down a few levels to account for plausibly stronger and weaker versions? Remember, in the "underlying simulation" there is no binary hit or miss. You deal damage based on the end result of your attack roll, after factoring in any modifiers and subtracting enemy defense. For modeling's sake that's being converted into a binary hit or miss with a damage roll to pick a random result from the hit range. It'd be just as possible to provide everyone with the Master Statistical Damage Table By Attack Class Vs Armor, or to have a fixed hit threshhold and a Master Damage Expression By Attack Class Vs Armor Incorporating Level Difference Table. This way just makes it easier for people to get their damage dice ready while the attack roll's still spinning. It's actually the same "underlying simulated" monster each time. At solo and elite class it's taking attack penalties to make more attacks and use powers in more complex ways, and the lower defenses and increased hit points model an identical durability but preserve the idea of "binary hit or miss with respectable hit chance and invariant damage expression". At minion class PC damage is basically off the charts and the higher defenses are just there because anything less won't instakill them and tracking hit points for 20 dudes is kind of a hassle. (Why doesn't the "solo" monster decide instead to instagib PCs? Maybe it can't, since only PCs and not monsters get severity bonus or the damage curve is just "kinder".) [/QUOTE]
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