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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5791057" data-attributes="member: 82106"><p>Don't be ridiculous. The rules of the game tell you when you will die and when you won't. Adding some rule that lets you not die is just that, a rule that you follow that lets you not die when the rules didn't demand that you had to die. </p><p></p><p>I mean lets look at this rationally. You wouldn't call giving PCs a higher AC or more hit points "coddling the players" either, as long as it isn't taken to extremes it is exactly what you do to set the preferred difficulty of the game when you design it. Likewise with 'fate points' or whatever. So just dump that coddling baloney because it is a terrible argument and is barely worth wasting words on.</p><p></p><p>Also, I know of no computer game that has 'interrupts' or 'fate points'. The kind of save and redo you are talking about is a totally different thing because it involves meta-gaming and doing so in a completely gamist way where there is not even a fig leaf of an explanation for it in game (now and then a game has offered a fig leaf, but it is always heavily contrived). Saying "wait, I can dodge that blow" when it lands is not at all the same thing. It is silly to even compare them, so don't.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5791057, member: 82106"] Don't be ridiculous. The rules of the game tell you when you will die and when you won't. Adding some rule that lets you not die is just that, a rule that you follow that lets you not die when the rules didn't demand that you had to die. I mean lets look at this rationally. You wouldn't call giving PCs a higher AC or more hit points "coddling the players" either, as long as it isn't taken to extremes it is exactly what you do to set the preferred difficulty of the game when you design it. Likewise with 'fate points' or whatever. So just dump that coddling baloney because it is a terrible argument and is barely worth wasting words on. Also, I know of no computer game that has 'interrupts' or 'fate points'. The kind of save and redo you are talking about is a totally different thing because it involves meta-gaming and doing so in a completely gamist way where there is not even a fig leaf of an explanation for it in game (now and then a game has offered a fig leaf, but it is always heavily contrived). Saying "wait, I can dodge that blow" when it lands is not at all the same thing. It is silly to even compare them, so don't. [/QUOTE]
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