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<blockquote data-quote="Umbran" data-source="post: 8473073" data-attributes="member: 177"><p>I understand that. It is just that the goal may run contrary to the image the players had in mind for their characters. The way you depict it is in line with expectations - the fighter is hearty, but the wizard isn't. However, the system is just as likely to run the other way. The wizard can take an enormous beating that they shouldn't be able to, and then the fighter dies from what would otherwise have been a scratch, which is weird. </p><p></p><p>This kind of system should work well for games/settings in which there's not expected to be a whole lot of difference in how much punishment different characters can take. Modern gritty stuff, or Call of Cthulhu, for example. But in games in which players can make build choices that should substantially increase or decrease hardiness, you are apt to run into situations like the above - whether you frame it like "Hey, I <em>chose</em> to have all those hit points, why do I still fall over so easily?" or that the results don't fit the narrative setup "How the heck does Wizbang the Flagrant take that many hits and still stand?"</p><p></p><p>I expect you'll find that overall, it makes combat less safe for the tanks, but <em>more</em> safe for those who are traditionally glass cannons.</p></blockquote><p></p>
[QUOTE="Umbran, post: 8473073, member: 177"] I understand that. It is just that the goal may run contrary to the image the players had in mind for their characters. The way you depict it is in line with expectations - the fighter is hearty, but the wizard isn't. However, the system is just as likely to run the other way. The wizard can take an enormous beating that they shouldn't be able to, and then the fighter dies from what would otherwise have been a scratch, which is weird. This kind of system should work well for games/settings in which there's not expected to be a whole lot of difference in how much punishment different characters can take. Modern gritty stuff, or Call of Cthulhu, for example. But in games in which players can make build choices that should substantially increase or decrease hardiness, you are apt to run into situations like the above - whether you frame it like "Hey, I [I]chose[/I] to have all those hit points, why do I still fall over so easily?" or that the results don't fit the narrative setup "How the heck does Wizbang the Flagrant take that many hits and still stand?" I expect you'll find that overall, it makes combat less safe for the tanks, but [I]more[/I] safe for those who are traditionally glass cannons. [/QUOTE]
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