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Legend Lore says 'story not rules' (3/4)
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<blockquote data-quote="D'karr" data-source="post: 6096912" data-attributes="member: 336"><p>The game certainly used common language to describe several mechanical effects. As such it provided lose ammunition to this antagonistic subculture that wanted to argue the semantics of the game instead of the actual values of the game. If the word "healing" had not been used as part of the "HP Recovery" mechanics, or "out of balance" was used as the label for mechanical conditions that could include the "prone" condition, or "out of it" been the label for the "unconscious and dying" condition you would have removed a lot of that lose ammunition.</p><p></p><p>If you're "out of it" you could describe the condition in a similar manner to the unconscious condition but being unconscious is not a prerequisite and is only one of many possible examples. In that way a warlord performing HP recovery doesn't have to be a [hyperbole]"jarring" simulation breaking event[/hyperbole]. It is just as common as a ringside coach yelling at his boxer to get up from the mat.</p><p></p><p>If "off-balance/extended" is a condition that imposes a -2 to attacks, grants combat advantage, and requires a move action to cancel then the "off-balance" condition can easily encompass the "prone" condition in its examples, and nothing really prevents an ooze from being off-balance/extended. You can also apply exceptions to specific creatures as needed, where an ooze is immune to "off-balance" if you so choose.</p><p></p><p>With "healing" you could even have divergent mechanics. Healing is magical and it does close up "wounds", maybe it's surgeless, but "Recovery" is not magical and is simply a way to gain a respite and it uses surges. Instead of "healing surges" you can call them "recovery reserves" eliminating the "healing" moniker from them and making them language agnostic and simply mechanical labels.</p><p></p><p>By making the labels separate from the actual language construct you can eliminate a good deal of these issues. You can also take the time to use the examples to show how it works as a "free descriptor" system.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6096912, member: 336"] The game certainly used common language to describe several mechanical effects. As such it provided lose ammunition to this antagonistic subculture that wanted to argue the semantics of the game instead of the actual values of the game. If the word "healing" had not been used as part of the "HP Recovery" mechanics, or "out of balance" was used as the label for mechanical conditions that could include the "prone" condition, or "out of it" been the label for the "unconscious and dying" condition you would have removed a lot of that lose ammunition. If you're "out of it" you could describe the condition in a similar manner to the unconscious condition but being unconscious is not a prerequisite and is only one of many possible examples. In that way a warlord performing HP recovery doesn't have to be a [hyperbole]"jarring" simulation breaking event[/hyperbole]. It is just as common as a ringside coach yelling at his boxer to get up from the mat. If "off-balance/extended" is a condition that imposes a -2 to attacks, grants combat advantage, and requires a move action to cancel then the "off-balance" condition can easily encompass the "prone" condition in its examples, and nothing really prevents an ooze from being off-balance/extended. You can also apply exceptions to specific creatures as needed, where an ooze is immune to "off-balance" if you so choose. With "healing" you could even have divergent mechanics. Healing is magical and it does close up "wounds", maybe it's surgeless, but "Recovery" is not magical and is simply a way to gain a respite and it uses surges. Instead of "healing surges" you can call them "recovery reserves" eliminating the "healing" moniker from them and making them language agnostic and simply mechanical labels. By making the labels separate from the actual language construct you can eliminate a good deal of these issues. You can also take the time to use the examples to show how it works as a "free descriptor" system. [/QUOTE]
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