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General Tabletop Discussion
*Dungeons & Dragons
Schrodinger's HP and Combat
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<blockquote data-quote="The Crimson Binome" data-source="post: 6504606" data-attributes="member: 6775031"><p>It's a matter of personal preference, on how you rate a game. Most people agree on some common metrics about what makes a game enjoyable - ease of play, verisimilitude, level of engagement, character customization, etc. If you could have a game that embodied all of those things, then that would be great, but from a design standpoint you have necessary trade-offs between each category. You have to prioritize them, to see where you should sacrifice and what you should strengthen.</p><p></p><p>I prioritize verisimilitude higher than many other people would. In order for me to accept a game as enjoyable to me, it needs to meet a certain level of verisimilitude. Being able to reasonably convert a defined scenario into game mechanics in order to resolve an action, and then being able to convert that those mechanics back into details to construct the scene, is important to me. If you can attack with a sword, and hit someone for HP damage, and afterward we cannot tell whether the person is actually injured or not, then that system does not meet my standards.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6504606, member: 6775031"] It's a matter of personal preference, on how you rate a game. Most people agree on some common metrics about what makes a game enjoyable - ease of play, verisimilitude, level of engagement, character customization, etc. If you could have a game that embodied all of those things, then that would be great, but from a design standpoint you have necessary trade-offs between each category. You have to prioritize them, to see where you should sacrifice and what you should strengthen. I prioritize verisimilitude higher than many other people would. In order for me to accept a game as enjoyable to me, it needs to meet a certain level of verisimilitude. Being able to reasonably convert a defined scenario into game mechanics in order to resolve an action, and then being able to convert that those mechanics back into details to construct the scene, is important to me. If you can attack with a sword, and hit someone for HP damage, and afterward we cannot tell whether the person is actually injured or not, then that system does not meet my standards. [/QUOTE]
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