Obryn
Hero
Nope, nothing wrong with that at all, of course.You've been thinking about Feng Shui recentlyBut there's nothing wrong with using a sandbox with 4e even if it isn't your favoured playstyle.

Nope, nothing wrong with that at all, of course.You've been thinking about Feng Shui recentlyBut there's nothing wrong with using a sandbox with 4e even if it isn't your favoured playstyle.

Tangent, but that sounds like something a physicist would say. I know many psychologists that have no training in biology, chemistry, or physics, and plenty of psychology that has no identifiable basis in any of it. A psychologist would term this viewpoint "materialistic reductionism".Chemistry is really just applied physics. Biology is just applied chemistry. Sociology and psychology are just applied biology.
The really important part is that the average number of arrows to drop someone is an objective part of the game world (for whatever definition of "hit" you want to use). Whether that's a scratch, or a direct impact against armor, or extremely-close shave - or even if it's left undefined - as long as the reality of the arrow is mechanically reflected as d8 damage, and the state of the character is mechanically reflected as a number of hit points, then it will be true that it takes about the same number of arrows to go from full to zero (barring outside variables, like critical hits and sneak attack and all that).I'm arguing with a weird inversion that Ahnehnois and Saelorn are pushing where, after you've settled on your abstractions, you turn around and declare that those abstractions must also be directly observable physics of the universe. This goes to Fighter Bob knowing exactly how many arrows Ranger Jeff can shoot at him before he keels over. (As opposed to this information being known only by their players, Beth and Jenny.)
Couldn't the same type of argument be used for a narrativist system as well... In other words a single system's mechanics will be good at reproducing a certain type of narrative say pulp-action fantasy but breakdown (without modifications and house rules which can be done for either type of system) for producing other types... say dark fantasy... or fairy tale-esque fantasy?
Couldn't the same type of argument be used for a narrativist system as well... In other words a single system's mechanics will be good at reproducing a certain type of narrative say pulp-action fantasy but breakdown (without modifications and house rules which can be done for either type of system) for producing other types... say dark fantasy... or fairy tale-esque fantasy?
If arrows always did flat damage, perhaps. But they don't. As long as the d8 is bigger than the Dexterity bonus to damage, there's significant swing in the damage an arrow does. Critical hits add even more swing. And unless the recipient can actually tell the difference between Twin Strike and Biting Volley then it sure seems like sometimes arrows do way more damage than normal, for no apparent reason.The really important part is that the average number of arrows to drop someone is an objective part of the game world (for whatever definition of "hit" you want to use). Whether that's a scratch, or a direct impact against armor, or extremely-close shave - or even if it's left undefined - as long as the reality of the arrow is mechanically reflected as d8 damage, and the state of the character is mechanically reflected as a number of hit points, then it will be true that it takes about the same number of arrows to go from full to zero (barring outside variables, like critical hits and sneak attack and all that).
You may choose to not describe those in a way that's directly observable, but it's still "observable" through its interactions with other sources of hit point damage. The effects of an arrow that "hit" when nobody was looking can be still be observed indirectly, when the victim drops from damage that would have been barely insufficient to drop the victim if she hadn't been previously "hit" by the arrow.
I've said it like three times now, but objective facts remain true regardless of whether or not they're observed. Whatever the relationship between successful hits and falling unconscious from HP loss, a 2[W] power objectively has more of an impact than a 1[W] power. It doesn't matter whether the recipient or any other observer can tell the difference.And unless the recipient can actually tell the difference between Twin Strike and Biting Volley then it sure seems like sometimes arrows do way more damage than normal, for no apparent reason.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.