Wearing heavy armour helps you dodge! Being super-buff like a dragon or T-Rex helps you dodge! it's dodging all the way down.Taking damage =/= dodge better.
Wearing heavy armour helps you dodge! Being super-buff like a dragon or T-Rex helps you dodge! it's dodging all the way down.Taking damage =/= dodge better.
Right. The idea that because a poster argues that hp aren't a simulationist mechanic, they don't like them (or are criticising them) is quite bizarre.I never said I didn't like it, so you can turn that particular faucet right off; all the RPGs I play use a similar system, and I quite like them.
Which is why most systems use an armour-as-damage-resistance model. One where punching someone on the breast plate does adjusted no damage - but hitting them with a Warhammer will still hurt even through the DR. Armour doesn't make you better at dodgingIf heavy armor didn't prevent people from taking damage nobody would wear it. Try punching someone with your fist in their stomach while they're wearing a breastplate and see how much they care.![]()
I was thinking about that when @TwoSix said casual players don't have an agenda. An agenda implies some sort of conscious choice. A casual player might have preferences that would fall into one of the creative agendas, but that's not enough to be an agenda.Even then, what specifically they find fun is going to form an agenda, unless they find all things equally fun which would be a bit odd.
But at this point we are getting almost exclusively into the domain of psychology.
Always remember the 5 D's of D&D: Dodge, Duck, Dip, Dive, and Dodge!Wearing heavy armour helps you dodge! Being super-buff like a dragon or T-Rex helps you dodge! it's dodging all the way down.
That sort of conflict can be fairly straightforwardly analysed:
There's a reason that this is a known thing that happens in D&D play - nobody is shocked to read that example of play - whereas it doesn't come up in other RPGs.
Makes sense. People don't realize just how valuable post-grad studies really are.I can confirm this is accurate. My buddy and I both jumped from the roof of a 5 story building. I landed and shrugged, thanks to my Master’s Degree. He only had an Associate’s and splattered all over the concrete!
Which is why most systems use an armour-as-damage-resistance model. One where punching someone on the breast plate does adjusted no damage - but hitting them with a Warhammer will still hurt even through the DR. Armour doesn't make you better at dodging
You can't spell "Ph.D." without "HP".Makes sense. People don't realize just how valuable post-grad studies really are.
I have advocated this. Beyond that, 5e variants like Level Up provide much more choice within the class system, so two characters with the same class and level can be quite different.I can see this working for something like the WFRP career system, but not for the relatively intransigent D&D class system. The core issue is that real people don't progress linearly, learning exactly the same set of skills in the exact same order.
You can make it work by making each "class" be something like an academic course of progression, whereas there are diegetic "schools" that train wizards, fighters, rangers, etc, in a known cirriculum of skills. But that would track with "crafting your setting to integrate with the system", as I advocated for in previous posts.