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[Rant] Armor as DR is bad !
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<blockquote data-quote="Fanog" data-source="post: 1229757" data-attributes="member: 10680"><p>I agree with this, mostly. The system is a good one, in that 1) is is easy to work with; 2) is reasonable realistic for the heroic genre for which it is used; 3) is internally balanced.</p><p></p><p>However, the concept of his points doesn't really jive with me, for some reason. High-level fighers can take dozens of full-force blows from sword and axes, because "their high hit points represent their ability to turn a grievous wound into a lesser one through dodging etc. This just seems so round-about for me. When my Fighter is at 35 hit point out of a total of 100, is he really injured? It just doesn't <strong>seem</strong> like he is, when you know that he can still take about five longsword in the gut and be okay. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p></p><p>As an analogy, consider the following: In a certain campaign world, magic is a really tricky business. Every spell has a chance of failing, say of about 50%. Now let's chose the following rule to model this effect: "Wizards can only prepare half the spells they normally can. This is to represent that half their spells will fail."</p><p></p><p><em>On average</em>, the system would work well, and it's easier than throwing a die every time you cast a spell. But, it's less realistic and the concept of a spell loses its real, basic meaning. That's about the same thing that bugs me about hit points, basically.</p><p></p><p>(Was this relevant for the discussion? I don't know. I think using armor as DR <em>only</em> works for gritty'er games, where a hit point really has a meaning in terms of a character's health. One blow, one wound. Armor as AC is, I think, intrinsically linked to the concept of suffering less serious wounds as you gain more levels.)</p><p></p><p>Fanog</p></blockquote><p></p>
[QUOTE="Fanog, post: 1229757, member: 10680"] I agree with this, mostly. The system is a good one, in that 1) is is easy to work with; 2) is reasonable realistic for the heroic genre for which it is used; 3) is internally balanced. However, the concept of his points doesn't really jive with me, for some reason. High-level fighers can take dozens of full-force blows from sword and axes, because "their high hit points represent their ability to turn a grievous wound into a lesser one through dodging etc. This just seems so round-about for me. When my Fighter is at 35 hit point out of a total of 100, is he really injured? It just doesn't [b]seem[/b] like he is, when you know that he can still take about five longsword in the gut and be okay. :confused: As an analogy, consider the following: In a certain campaign world, magic is a really tricky business. Every spell has a chance of failing, say of about 50%. Now let's chose the following rule to model this effect: "Wizards can only prepare half the spells they normally can. This is to represent that half their spells will fail." [i]On average[/i], the system would work well, and it's easier than throwing a die every time you cast a spell. But, it's less realistic and the concept of a spell loses its real, basic meaning. That's about the same thing that bugs me about hit points, basically. (Was this relevant for the discussion? I don't know. I think using armor as DR [i]only[/i] works for gritty'er games, where a hit point really has a meaning in terms of a character's health. One blow, one wound. Armor as AC is, I think, intrinsically linked to the concept of suffering less serious wounds as you gain more levels.) Fanog [/QUOTE]
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[Rant] Armor as DR is bad !
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