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General Tabletop Discussion
*Pathfinder & Starfinder
Lethality: I don't know what I want
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<blockquote data-quote="Crazy Jerome" data-source="post: 5775253" data-attributes="member: 54877"><p>That would be one option. Or you can try your saves on each such dangerous attack (if relevant), only using the fate points when you fail. Or you could use the fate points to augment the saves, putting a gambling element into it. Or you can play a 1st ed. style operational game where you need limited magical resources to avoid/manage the consequences.</p><p> </p><p>Really, that's half the main object of such a system. The thinking is that all of us quibble so much over hit points around the edges because hit points try to do too much. So keep the hit points relatively simple and consistent, but pull the lethalness out where we can all manipulate it the way we want, without messing up the main hit point dynamic. I don't think many of us ever really minded, "Orc hits you with his axe. Take 7 points of damage. Ok, next ..." It's crits and save and die and plot protection and all that stuff that we disagree on. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>Also, I admit that I really like the 4E minion concept, but the one thing that rubs me a bit wrong about it is the gap between minions and everything else. If we had a system such as I described, I'd want a notch between "minion" and "normal" where I'd put all the 4E minions by default. Which basically means even a minion gets one chance to escape before getting turned into a red shirt. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> (I mean how I'd use the system. The base game might set it elsewhere.)</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5775253, member: 54877"] That would be one option. Or you can try your saves on each such dangerous attack (if relevant), only using the fate points when you fail. Or you could use the fate points to augment the saves, putting a gambling element into it. Or you can play a 1st ed. style operational game where you need limited magical resources to avoid/manage the consequences. Really, that's half the main object of such a system. The thinking is that all of us quibble so much over hit points around the edges because hit points try to do too much. So keep the hit points relatively simple and consistent, but pull the lethalness out where we can all manipulate it the way we want, without messing up the main hit point dynamic. I don't think many of us ever really minded, "Orc hits you with his axe. Take 7 points of damage. Ok, next ..." It's crits and save and die and plot protection and all that stuff that we disagree on. :D Also, I admit that I really like the 4E minion concept, but the one thing that rubs me a bit wrong about it is the gap between minions and everything else. If we had a system such as I described, I'd want a notch between "minion" and "normal" where I'd put all the 4E minions by default. Which basically means even a minion gets one chance to escape before getting turned into a red shirt. :D (I mean how I'd use the system. The base game might set it elsewhere.) [/QUOTE]
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Lethality: I don't know what I want
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