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<blockquote data-quote="Irda Ranger" data-source="post: 4444831" data-attributes="member: 1003"><p>Are you being thick or insulting?</p><p></p><p></p><p></p><p>Maybe, if it's relevant to the PC's quest. I never decide ahead of time if any particular action will succeed or fail. If it's important, the dice decide. I may abstract it way up (one d20 roll to decide an entire battle), but that's the concept.</p><p></p><p>To take your thief example, suppose the PCs are chasing an NPC rogue through the streets. He ducks into a merchant's palazzo to avoid capture. Do the merchant's NPC guards catch him or does he get away? I dunno, but the answer is certainly relevant to the PCs' quest. A quick d20 roll or two will capture the rogue's attempt to make it through the palazzo grounds and out the back, and the PCs find out almost the same time I do whether he's successful.</p><p></p><p>This keeps the game interesting for both me and the players - you never know what's going to happen, and quests and plots emerge all over the place. Way more than I could come up with if I used all my mental energy hand-waiving stuff.</p><p></p><p></p><p>There's that accusation again. I think most posters understand HP fine.</p><p></p><p></p><p>You think killing things in one hit is a problem? It's not a problem. But your comment here suggests you still don't grasp the real problem (ironic of me to say that, I know, but I do have evidence). </p><p></p><p>I hesitate to speak for others, but I think when most minion-haters say "It doesn't make sense" they are not vocalizing their belief that game rules should be consistent with each other, and that having some rules that are inconsistent with the rest of the game "doesn't make sense." Minions are really inconsistent. In D&D, not having hit points is like not having height, depth or mass. It causes way more problems than it solves, for people who play D&D in a certain way. Hence, the complaint.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4444831, member: 1003"] Are you being thick or insulting? Maybe, if it's relevant to the PC's quest. I never decide ahead of time if any particular action will succeed or fail. If it's important, the dice decide. I may abstract it way up (one d20 roll to decide an entire battle), but that's the concept. To take your thief example, suppose the PCs are chasing an NPC rogue through the streets. He ducks into a merchant's palazzo to avoid capture. Do the merchant's NPC guards catch him or does he get away? I dunno, but the answer is certainly relevant to the PCs' quest. A quick d20 roll or two will capture the rogue's attempt to make it through the palazzo grounds and out the back, and the PCs find out almost the same time I do whether he's successful. This keeps the game interesting for both me and the players - you never know what's going to happen, and quests and plots emerge all over the place. Way more than I could come up with if I used all my mental energy hand-waiving stuff. There's that accusation again. I think most posters understand HP fine. You think killing things in one hit is a problem? It's not a problem. But your comment here suggests you still don't grasp the real problem (ironic of me to say that, I know, but I do have evidence). I hesitate to speak for others, but I think when most minion-haters say "It doesn't make sense" they are not vocalizing their belief that game rules should be consistent with each other, and that having some rules that are inconsistent with the rest of the game "doesn't make sense." Minions are really inconsistent. In D&D, not having hit points is like not having height, depth or mass. It causes way more problems than it solves, for people who play D&D in a certain way. Hence, the complaint. [/QUOTE]
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