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<blockquote data-quote="iwatt" data-source="post: 3332234" data-attributes="member: 11085"><p>Sorry. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> I've found this thread really entertaining and educating.</p><p></p><p></p><p></p><p></p><p>Well, all the problems you have with hitpoints are solved by True20. It allows for non-escalating toughness but allows for escalating defense.* In D&D hitpoints and AC are amismash of toughness and dodging ability, making them very good as a game mechanic, but also making them very unrealistic.</p><p></p><p>* PCs become harder to hit as they grow more experienced, but they remain equally "squishy" when hit. Making it a save allows for that 1 in 20 percent chance of someone resisting a point blank shot to the head.</p><p></p><p>The plot protection of the PCs comes in the form of conviction (action points), which allows them to reduce or even avoid been damaged in the first place (i.e the bullet stopped by your pocket watch, last minute dodge, etc..).</p></blockquote><p></p>
[QUOTE="iwatt, post: 3332234, member: 11085"] Sorry. :o I've found this thread really entertaining and educating. Well, all the problems you have with hitpoints are solved by True20. It allows for non-escalating toughness but allows for escalating defense.* In D&D hitpoints and AC are amismash of toughness and dodging ability, making them very good as a game mechanic, but also making them very unrealistic. * PCs become harder to hit as they grow more experienced, but they remain equally "squishy" when hit. Making it a save allows for that 1 in 20 percent chance of someone resisting a point blank shot to the head. The plot protection of the PCs comes in the form of conviction (action points), which allows them to reduce or even avoid been damaged in the first place (i.e the bullet stopped by your pocket watch, last minute dodge, etc..). [/QUOTE]
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