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*Dungeons & Dragons
Q&A 10/17/13 - Crits, Damage on Miss, Wildshape
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<blockquote data-quote="urLordy" data-source="post: 6212708" data-attributes="member: 6747028"><p>There is a sort of health bar over his/her head at the moment when healing is required. This is a gamist construct that pops up as a necessary evil (a function of the crude process sim) if you will. Assume the player wants to roleplays the cleric with verisimilutide 1st person perspective as much as possible upon seeing the unconscious woman. For example, the player would choose a course of action as imagined thru the character's eyes ("who is this woman? shouldn't I help her? etc.") and not gamist or narrativist concerns ('Is this woman a Trap Encounter? Do we need to save her to get the side quest?'). Then, if healing is chosen, the gamist meta overlay pops up, and the player chooses Cure Light as a meta decision. Then pops back into the story. Consistency and integrity of the fiction remains cohesive enough. There are variations in viewing that narrative, but we know that about D&D anyway.</p><p></p><p>A key difference -- which should not be overlooked -- is that the the hit points and healing still enables/empowers the player to roleplay the cleric with behavior that seems natural/organic/believable to the story (ie,. save the woman, heal her). The cure spells (as unfortunately as they are designed for sim purposes) and hit points are a small tolerable obstacle from that immersion. I believe you really need to understand better how people are roleplaying D&D this way before you can fairly compare any of this to damage-on-a-miss.</p></blockquote><p></p>
[QUOTE="urLordy, post: 6212708, member: 6747028"] There is a sort of health bar over his/her head at the moment when healing is required. This is a gamist construct that pops up as a necessary evil (a function of the crude process sim) if you will. Assume the player wants to roleplays the cleric with verisimilutide 1st person perspective as much as possible upon seeing the unconscious woman. For example, the player would choose a course of action as imagined thru the character's eyes ("who is this woman? shouldn't I help her? etc.") and not gamist or narrativist concerns ('Is this woman a Trap Encounter? Do we need to save her to get the side quest?'). Then, if healing is chosen, the gamist meta overlay pops up, and the player chooses Cure Light as a meta decision. Then pops back into the story. Consistency and integrity of the fiction remains cohesive enough. There are variations in viewing that narrative, but we know that about D&D anyway. A key difference -- which should not be overlooked -- is that the the hit points and healing still enables/empowers the player to roleplay the cleric with behavior that seems natural/organic/believable to the story (ie,. save the woman, heal her). The cure spells (as unfortunately as they are designed for sim purposes) and hit points are a small tolerable obstacle from that immersion. I believe you really need to understand better how people are roleplaying D&D this way before you can fairly compare any of this to damage-on-a-miss. [/QUOTE]
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Q&A 10/17/13 - Crits, Damage on Miss, Wildshape
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