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<blockquote data-quote="Bacon Bits" data-source="post: 9074246" data-attributes="member: 6777737"><p>I've always considered massive damage rules a solution in search of a problem from a mechanics perspective, and insult to injury from a gameplay perspective.</p><p></p><p>If the risk of sudden death is important, then sure, but I don't really care for it.</p><p></p><p></p><p></p><p>Is that for the NPCs, too? I guess that kind of requires the really high stats, but now I don't understand why you start with basic stats and then add the second system to them. This AC is way higher, and the game really doesn't scale that way. It's such a fundamental change that I don't think I can even evaluate what you're doing even if I knew what the goal was.</p><p></p><p>Quite honestly, the more I read, the more I get the feeling you might be happier with Worlds Without Number or Dungeon Crawl Classics.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 9074246, member: 6777737"] I've always considered massive damage rules a solution in search of a problem from a mechanics perspective, and insult to injury from a gameplay perspective. If the risk of sudden death is important, then sure, but I don't really care for it. Is that for the NPCs, too? I guess that kind of requires the really high stats, but now I don't understand why you start with basic stats and then add the second system to them. This AC is way higher, and the game really doesn't scale that way. It's such a fundamental change that I don't think I can even evaluate what you're doing even if I knew what the goal was. Quite honestly, the more I read, the more I get the feeling you might be happier with Worlds Without Number or Dungeon Crawl Classics. [/QUOTE]
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