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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 5765337"><p>Whether or not an impale/wound mechanic exists in 4E isn't the issue, the issue is a portion of gamers have been using HP to describe wounds for a very long time. In previous editions this didn't present a consistency issue (because only magical healing or rest would heal HP). But in 4E, because a healing surge could follow a description of a serious wound, this produced inconsistencies in what was going on in the game for people. </p><p> </p><p></p><p> </p><p>1 & 2 are probably a result of a number of different things, but the reason for doing 1 or 2 aren't why consistency matters, consistency matters because people doing 1&2 express concern when healing surges produce inconsistencies when pursuing 1 or 2. The problem healing surges create for players doing 1 & 2 is almost always an issue of consistency (which results in strained believability). </p><p> </p><p></p><p> </p><p>But, if I understand your use of process simulation (and I am not sure I do), we aren't talking about people treating the mechanics as such. We are talking about a basic desire for the game not to disrupt willing suspension of disbelief. This is very different from wanting detailed simulation of reality. What I am saying is the designers can aim for playability, but they will also need to keep believability in mind as they do so. This may mean something like healing surge has to be removed because it produces too many believability issues for a fair number of gamers. But it doesn't mean the next edition of D&D needs to be rolemaster. </p><p> </p><p></p><p> </p><p>I mean it is the standard. It is what most people cut their teeth on and what most people play. It has been the go to game. This means they have a much bigger audience to consider than say Savage Worlds. If they want to stay the go to game, they can't do so by appealing to a narrow segment of the D&D audience. That means if they cater too much to one crowd, they could lose another. They really need to walk more of a middle path here. Which is why I suggest they hold playability, believability and flavor in balance. A lot of people feel that playability was pursued at the expense of the latter two.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 5765337"] Whether or not an impale/wound mechanic exists in 4E isn't the issue, the issue is a portion of gamers have been using HP to describe wounds for a very long time. In previous editions this didn't present a consistency issue (because only magical healing or rest would heal HP). But in 4E, because a healing surge could follow a description of a serious wound, this produced inconsistencies in what was going on in the game for people. 1 & 2 are probably a result of a number of different things, but the reason for doing 1 or 2 aren't why consistency matters, consistency matters because people doing 1&2 express concern when healing surges produce inconsistencies when pursuing 1 or 2. The problem healing surges create for players doing 1 & 2 is almost always an issue of consistency (which results in strained believability). But, if I understand your use of process simulation (and I am not sure I do), we aren't talking about people treating the mechanics as such. We are talking about a basic desire for the game not to disrupt willing suspension of disbelief. This is very different from wanting detailed simulation of reality. What I am saying is the designers can aim for playability, but they will also need to keep believability in mind as they do so. This may mean something like healing surge has to be removed because it produces too many believability issues for a fair number of gamers. But it doesn't mean the next edition of D&D needs to be rolemaster. I mean it is the standard. It is what most people cut their teeth on and what most people play. It has been the go to game. This means they have a much bigger audience to consider than say Savage Worlds. If they want to stay the go to game, they can't do so by appealing to a narrow segment of the D&D audience. That means if they cater too much to one crowd, they could lose another. They really need to walk more of a middle path here. Which is why I suggest they hold playability, believability and flavor in balance. A lot of people feel that playability was pursued at the expense of the latter two. [/QUOTE]
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