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<blockquote data-quote="pemerton" data-source="post: 5954572" data-attributes="member: 42582"><p>Besides the modifications to your proposal suggested by others, I had some further comments on these particular aspects of it.</p><p></p><p style="margin-left: 20px">(1) Without an injury penalty mechanic, <em>nothing in the fiction</em> signals that my flesh is being rent by swords and falls and arrows. Therefore, it is not clear, in the fiction, how losing hit points is any different from losing fate points - it seems a pointless mechanical distinction completely disjoined from any fictional realisation.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(2) It is therefore not clear, at least to me, how your suggestion makes room for the "inspiration helps me recover and/or push on" trope. Adding fate points doesn't seem to represent pushing on - because, in the fiction, it's largely indistinguishable from knitting together flesh, and there are also no wounds to be pushed through. And adding hit points seems in any event to occupy whatever "push on" space there might be to the same extent as hit points.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(3) Under your approach I can't do the Aragorn recovery scene in the second LotR movie -because if Aragorn is unconscious, under your system he is at 0 hp, and being at 0 hp no amount of inspiration from Arwen can restore him. That is a big blow against your system, that it cannot produce this sort of classic fantasy motif.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(4) Under your approach, I can't have a Nordic/Celtic master of words, who simply through his speech can unravel the sustaining essence of a thing, and leave it destroyed and worthless. Vicious Mockery is closer to these classic fantasy tropes than any artillerist or flying mage of the normal RPG variety.</p><p></p><p>So at least for me, your suggestion isn't a fix. Because of (2), (3) and (4), it puts limits on the scope of the system to produce classic fantasy tropes (whereas a generic hit point system doesn't, and those who are not interested in those tropes can just refrain from playing bards or using the inspirational healing options). And because of (1) and (2), those limitiations generate no benefit, that I can see, in terms of the relationship between the mechanics and the fiction. So I lose narrative flexibility for no net gain in process simulation.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5954572, member: 42582"] Besides the modifications to your proposal suggested by others, I had some further comments on these particular aspects of it. [indent](1) Without an injury penalty mechanic, [I]nothing in the fiction[/I] signals that my flesh is being rent by swords and falls and arrows. Therefore, it is not clear, in the fiction, how losing hit points is any different from losing fate points - it seems a pointless mechanical distinction completely disjoined from any fictional realisation. (2) It is therefore not clear, at least to me, how your suggestion makes room for the "inspiration helps me recover and/or push on" trope. Adding fate points doesn't seem to represent pushing on - because, in the fiction, it's largely indistinguishable from knitting together flesh, and there are also no wounds to be pushed through. And adding hit points seems in any event to occupy whatever "push on" space there might be to the same extent as hit points. (3) Under your approach I can't do the Aragorn recovery scene in the second LotR movie -because if Aragorn is unconscious, under your system he is at 0 hp, and being at 0 hp no amount of inspiration from Arwen can restore him. That is a big blow against your system, that it cannot produce this sort of classic fantasy motif. (4) Under your approach, I can't have a Nordic/Celtic master of words, who simply through his speech can unravel the sustaining essence of a thing, and leave it destroyed and worthless. Vicious Mockery is closer to these classic fantasy tropes than any artillerist or flying mage of the normal RPG variety.[/indent] So at least for me, your suggestion isn't a fix. Because of (2), (3) and (4), it puts limits on the scope of the system to produce classic fantasy tropes (whereas a generic hit point system doesn't, and those who are not interested in those tropes can just refrain from playing bards or using the inspirational healing options). And because of (1) and (2), those limitiations generate no benefit, that I can see, in terms of the relationship between the mechanics and the fiction. So I lose narrative flexibility for no net gain in process simulation. [/QUOTE]
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