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<blockquote data-quote="KDLadage" data-source="post: 1064845" data-attributes="member: 88"><p>Please do. I know I can be a stubborn, and sometimes obstinate SOB. I may not have paid close enough attention to see that the answer was provided. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>OK... this may mean that the DC for stabilization (or percentage chance) might need to be modified in one game over the other, and I would say that a side-bar for variations on lethality might be in order. Two separate mechanics, however... I cannot see that genre convention requiring a change in mechanic.</p><p></p><p>OK... so I place a d20 Modern game in which (for example... since d20 Modern is <em>supposed</em> to not assume a setting...) super science is available (a-la MEN IN BLACK). Now, I have a save mechanism that is needlessly different, because I have access to elements where raising the dead, or preserving live (via a 'healing-potion-like' concoction). Again, if the d20 MODERN game rules assume that the setting must be URBAN ARCANA, then fine -- setting the lethality (and perhaps a new mechanic) might be warranted. But as a relatively 'generic' modern set of rules... I am having trouble swallowing this pill.</p><p></p><p>See above.</p><p></p><p>To make such assumptions is ok in a SETTING, but as a GENRE, no-access-to-super-healing is not a GENRE assumption. In *many* Modern Settings, such things might be handily available...</p><p></p><p>So, again, I ask: why two separate mechanics, when one mechanic and a 'dial' setting the level of lethality would be easier to deal with, would not make assumptions about the game I decide to run, and would make it evident -- via the fact that the rules would tell you to set this 'dial' for your campaign...</p><p></p><p>This may seem a minor thing, but I feel that this is one of those 'slippery slopes' where many other changes are hidden that I (and my group) just may not be aware of. Like I said before (in this or one of the other threads...) -- having things change that are required for the genre, that makes sense to me. Like the DAMAGE SAVE in Mutants and Masterminds -- I understand the need for this, and why it was included. It is a GENRE convention that damage is not consistent from blast to blast in any way at all... The rule is placed up front; rules for how to use the standard HIT POINTS are included. All good things.</p><p></p><p>I, however (obviously) feel that this is a different animal. It feels like 'different for the sake of being different.' Give a DM the tool; expose the assumption and allow it to be set as desired... making the change, without any real reason (as I have indicated above, I see no real reason just yet)... seems wrong.</p><p></p><p>As always, YMMV, IMHO, and all that jazz...</p></blockquote><p></p>
[QUOTE="KDLadage, post: 1064845, member: 88"] Please do. I know I can be a stubborn, and sometimes obstinate SOB. I may not have paid close enough attention to see that the answer was provided. ;) OK... this may mean that the DC for stabilization (or percentage chance) might need to be modified in one game over the other, and I would say that a side-bar for variations on lethality might be in order. Two separate mechanics, however... I cannot see that genre convention requiring a change in mechanic. OK... so I place a d20 Modern game in which (for example... since d20 Modern is [i]supposed[/i] to not assume a setting...) super science is available (a-la MEN IN BLACK). Now, I have a save mechanism that is needlessly different, because I have access to elements where raising the dead, or preserving live (via a 'healing-potion-like' concoction). Again, if the d20 MODERN game rules assume that the setting must be URBAN ARCANA, then fine -- setting the lethality (and perhaps a new mechanic) might be warranted. But as a relatively 'generic' modern set of rules... I am having trouble swallowing this pill. See above. To make such assumptions is ok in a SETTING, but as a GENRE, no-access-to-super-healing is not a GENRE assumption. In *many* Modern Settings, such things might be handily available... So, again, I ask: why two separate mechanics, when one mechanic and a 'dial' setting the level of lethality would be easier to deal with, would not make assumptions about the game I decide to run, and would make it evident -- via the fact that the rules would tell you to set this 'dial' for your campaign... This may seem a minor thing, but I feel that this is one of those 'slippery slopes' where many other changes are hidden that I (and my group) just may not be aware of. Like I said before (in this or one of the other threads...) -- having things change that are required for the genre, that makes sense to me. Like the DAMAGE SAVE in Mutants and Masterminds -- I understand the need for this, and why it was included. It is a GENRE convention that damage is not consistent from blast to blast in any way at all... The rule is placed up front; rules for how to use the standard HIT POINTS are included. All good things. I, however (obviously) feel that this is a different animal. It feels like 'different for the sake of being different.' Give a DM the tool; expose the assumption and allow it to be set as desired... making the change, without any real reason (as I have indicated above, I see no real reason just yet)... seems wrong. As always, YMMV, IMHO, and all that jazz... [/QUOTE]
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