Li Shenron
Legend
1) Good clarification for critical hits. Still, I am not wholly satisfied by the critical hits rules. It feels weird that everything is maximized except for one bonus dice. I think these would be improved if either all damage is rolled and you get bonus damage dice, or all damage is maximized.
2) This:
I think there is a fundamental issue here.
There are people who are OK with disassociated mechanics. But these people don't actually need disassociated mechanics, they are fine with either associated or disassociated.
And there are people who are NOT OK with disassociated mechanics. The weaker the association, the more people dislike the game.
An intelligent designer should immediately understand that associated mechanics are better, because they don't alienate anybody, while disassociated mechanics always alienate someone and should be avoided. It doesn't matter that we already have other disassociated mechanics in the game. Every additional disassociation lowers the tolerance threshold of a lot of gamers.
It's one thing to keep Hit Points in the game even if abstract, because removing Hit Points means to create a completely different system for damage and wounds. It's another thing to introduce weak explanations just to be able to keep a completely non-essential feature of a certain class into the game: if they can't find a strongly associated explanation for this mechanic, just ditch the mechanic.
Alternatively, adapt the mechanic to narrative rather than (weakly) adapting narrative to mechanics. Celebrim's suggestion is so much better because the association is so much stronger, even if the mechanical difference is apparently minimal.
3) Ok.
2) This:
It might make sense to say something like, "If you attack the target and miss, but your roll was sufficient to hit the targets touch AC, you still do damage equal to your strength bonus." But saying, "Regardless of how hard it is to connect with the target, you still manage to do tissue damage.", is not something I can accept.
I think there is a fundamental issue here.
There are people who are OK with disassociated mechanics. But these people don't actually need disassociated mechanics, they are fine with either associated or disassociated.
And there are people who are NOT OK with disassociated mechanics. The weaker the association, the more people dislike the game.
An intelligent designer should immediately understand that associated mechanics are better, because they don't alienate anybody, while disassociated mechanics always alienate someone and should be avoided. It doesn't matter that we already have other disassociated mechanics in the game. Every additional disassociation lowers the tolerance threshold of a lot of gamers.
It's one thing to keep Hit Points in the game even if abstract, because removing Hit Points means to create a completely different system for damage and wounds. It's another thing to introduce weak explanations just to be able to keep a completely non-essential feature of a certain class into the game: if they can't find a strongly associated explanation for this mechanic, just ditch the mechanic.
Alternatively, adapt the mechanic to narrative rather than (weakly) adapting narrative to mechanics. Celebrim's suggestion is so much better because the association is so much stronger, even if the mechanical difference is apparently minimal.
3) Ok.