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<blockquote data-quote="mmadsen" data-source="post: 5042943" data-attributes="member: 1645"><p>While I agree that "unforeseen consequences" can be an example of "plausible deniability", I <em>strongly</em> believe that complex systems routinely exhibit much more complex behavior than people expect -- and the way that we handle such systems is to repeat whatever seems to be working and to stop doing whatever doesn't seem to be working. Hence, tradition -- which is equated with superstition now, but which was considered <em>vital</em> to almost every society throughout history.</p><p></p><p>Anyway, that's an aside, although it may provide useful context for my "real" point.</p><p>I think you're arguing past me, because you assume that anyone kill-able in one shot is weak and not powerful -- which is indeed the case in a game like D&D, with its escalating hit points.</p><p></p><p>My point was <em>not</em> that proto-D&D made heroes powerful by accident. That was the intent. My point was that the <em>manner</em> in which it made them powerful created "unrealistic" consequences.</p><p></p><p>Again, the problem is <em>not</em> that a hero is powerful; it's that the nature of his power is, in effect, immunity to the first three hits he takes.</p><p></p><p>If the hero's power had been reflected in a huge to-hit bonus, that wouldn't have felt jarringly unrealistic. If the hero's power had been reflected in a huge defensive (AC) bonus, so they he only got hit one-fourth as often, that wouldn't have felt jarringly unrealistic either.</p><p></p><p>In fact, he could have been even more <em>powerful</em>, while remaining far more <em>plausible</em>. High power does not mean low realism, and low power does not mean high realism. It depends on the nature of that power.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 5042943, member: 1645"] While I agree that "unforeseen consequences" can be an example of "plausible deniability", I [i]strongly[/i] believe that complex systems routinely exhibit much more complex behavior than people expect -- and the way that we handle such systems is to repeat whatever seems to be working and to stop doing whatever doesn't seem to be working. Hence, tradition -- which is equated with superstition now, but which was considered [i]vital[/i] to almost every society throughout history. Anyway, that's an aside, although it may provide useful context for my "real" point. I think you're arguing past me, because you assume that anyone kill-able in one shot is weak and not powerful -- which is indeed the case in a game like D&D, with its escalating hit points. My point was [i]not[/i] that proto-D&D made heroes powerful by accident. That was the intent. My point was that the [i]manner[/i] in which it made them powerful created "unrealistic" consequences. Again, the problem is [i]not[/i] that a hero is powerful; it's that the nature of his power is, in effect, immunity to the first three hits he takes. If the hero's power had been reflected in a huge to-hit bonus, that wouldn't have felt jarringly unrealistic. If the hero's power had been reflected in a huge defensive (AC) bonus, so they he only got hit one-fourth as often, that wouldn't have felt jarringly unrealistic either. In fact, he could have been even more [i]powerful[/i], while remaining far more [i]plausible[/i]. High power does not mean low realism, and low power does not mean high realism. It depends on the nature of that power. [/QUOTE]
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