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Shane Hensley comments on the RPG industry
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<blockquote data-quote="Synicism" data-source="post: 425354" data-attributes="member: 489"><p>Which is all well and good for that kind of combat. But it isn't appropriate to every RPG.</p><p></p><p>In Deadlands, certain things are supposed to be highly dramatic. A character who is trying to defuse a bundle of dynamite really has to worry about being blown to bits.</p><p></p><p>In d20, once you hit about 8th-10th level, grabbing said bundle of dynamite and just running away to a remote area and letting the bundle blow up in your arms in order to save the populace becomes a legitimate option because you'll still have hit points left.</p><p></p><p>That's idiotic. But the system supports it. Or, as a friend of mine said in a high level game only half jokingly, "sure, I'll reach into the molten iron and pull out the magic sword. It's only 10d10 damage."</p><p></p><p>That's even more idiotic. And it totally ruins Deadlands. After about two years of play, my harrowed bounty hunter was a horrifying badass. He was stronger than a demon-possessed elephant, hit harder with a cavalry saber as hard as a rifle shot, could heal from the brink of death in an hour, and could run as fast as a racehorse.</p><p></p><p>But you know what? He about died defending the rest of the party from four guys armed with scatterguns. There was risk involved. In d20, with as many levels as the character would have had, he could have waded through an infantry battalion armed with scatterguns and killed them all because he would have had so many hit points.</p><p></p><p>It's inane. It works for games like D&D where characters are supposed to be like Boromir from LotR. But even in fantasy, the D&D paradigm can fall apart. The best example is L5R, where one strike from a katana during an iaijutsu duel is supposed to kill the loser. In d20, two skilled iaijutsu duelists could hack at each other for hours before one of them dropped.</p></blockquote><p></p>
[QUOTE="Synicism, post: 425354, member: 489"] Which is all well and good for that kind of combat. But it isn't appropriate to every RPG. In Deadlands, certain things are supposed to be highly dramatic. A character who is trying to defuse a bundle of dynamite really has to worry about being blown to bits. In d20, once you hit about 8th-10th level, grabbing said bundle of dynamite and just running away to a remote area and letting the bundle blow up in your arms in order to save the populace becomes a legitimate option because you'll still have hit points left. That's idiotic. But the system supports it. Or, as a friend of mine said in a high level game only half jokingly, "sure, I'll reach into the molten iron and pull out the magic sword. It's only 10d10 damage." That's even more idiotic. And it totally ruins Deadlands. After about two years of play, my harrowed bounty hunter was a horrifying badass. He was stronger than a demon-possessed elephant, hit harder with a cavalry saber as hard as a rifle shot, could heal from the brink of death in an hour, and could run as fast as a racehorse. But you know what? He about died defending the rest of the party from four guys armed with scatterguns. There was risk involved. In d20, with as many levels as the character would have had, he could have waded through an infantry battalion armed with scatterguns and killed them all because he would have had so many hit points. It's inane. It works for games like D&D where characters are supposed to be like Boromir from LotR. But even in fantasy, the D&D paradigm can fall apart. The best example is L5R, where one strike from a katana during an iaijutsu duel is supposed to kill the loser. In d20, two skilled iaijutsu duelists could hack at each other for hours before one of them dropped. [/QUOTE]
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