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<blockquote data-quote="The Crimson Binome" data-source="post: 7852363" data-attributes="member: 6775031"><p>That sounds like a simple matter of preference, then. Personally, I feel that large HP pools diminish the thrill of hitting. With high HP and low AC, the only possible outcomes of attacking are "the expected thing" and "nothing"; you feel bad when you miss, instead of feeling good when you hit.</p><p></p><p>With low HP and high AC, the possible outcomes of attacking are "an exciting thing" and "nothing". You don't hit every round, but when you do, it feels like it really matters.</p><p></p><p>Just in general, though, game mechanics that skew toward averages are going to be less exciting than game mechanics that skew toward randomness. The art of game design includes finding the balance between the two, since neither extreme is great. Based on recent threads, it sounds like PF2 leans heavily on random crits to keep things interesting, which is not my ideal.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7852363, member: 6775031"] That sounds like a simple matter of preference, then. Personally, I feel that large HP pools diminish the thrill of hitting. With high HP and low AC, the only possible outcomes of attacking are "the expected thing" and "nothing"; you feel bad when you miss, instead of feeling good when you hit. With low HP and high AC, the possible outcomes of attacking are "an exciting thing" and "nothing". You don't hit every round, but when you do, it feels like it really matters. Just in general, though, game mechanics that skew toward averages are going to be less exciting than game mechanics that skew toward randomness. The art of game design includes finding the balance between the two, since neither extreme is great. Based on recent threads, it sounds like PF2 leans heavily on random crits to keep things interesting, which is not my ideal. [/QUOTE]
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