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The 15 min. adventuring day... does 4e solve it?
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<blockquote data-quote="delericho" data-source="post: 4402523" data-attributes="member: 22424"><p>You're probably right. The thing is, though, that I find hit points to be a necessary evil: I've found that more realistic damage systems inevitably include a death spiral that can really destroy the fun of the game (combat becomes a matter of avoiding being hit at all costs - really not fun when my players are so risk-averse).</p><p></p><p>Besides, they do kinda sorta make a bit of sense from an action movie/Jack Bauer kind of way. In a bad light. If I squint a bit.</p><p></p><p>With milestones, though, there's not really that sort of analogue; they exist purely because the designers wanted some incentive for characters to press on. And despite this, regaining an Action Point on a milestone <em>works</em> - it makes sense that a character might feel a sense of accomplishment, and be envigorated to press on.</p><p></p><p>But the ring feels a sense of accomplishment and thus becomes more powerful?</p><p></p><p>I suppose it can be made to work - fluff text can be forced to justify just about any rules (perhaps they should shoot for a 'moment of epic destiny' thing, and encourage DM's to play the campaign theme music after the first milestone is reached, and make everything bigger and bolder from then). But it is really gamist, as I said, which is a shame, because otherwise it's a really good mechanic, as I also said.</p></blockquote><p></p>
[QUOTE="delericho, post: 4402523, member: 22424"] You're probably right. The thing is, though, that I find hit points to be a necessary evil: I've found that more realistic damage systems inevitably include a death spiral that can really destroy the fun of the game (combat becomes a matter of avoiding being hit at all costs - really not fun when my players are so risk-averse). Besides, they do kinda sorta make a bit of sense from an action movie/Jack Bauer kind of way. In a bad light. If I squint a bit. With milestones, though, there's not really that sort of analogue; they exist purely because the designers wanted some incentive for characters to press on. And despite this, regaining an Action Point on a milestone [I]works[/I] - it makes sense that a character might feel a sense of accomplishment, and be envigorated to press on. But the ring feels a sense of accomplishment and thus becomes more powerful? I suppose it can be made to work - fluff text can be forced to justify just about any rules (perhaps they should shoot for a 'moment of epic destiny' thing, and encourage DM's to play the campaign theme music after the first milestone is reached, and make everything bigger and bolder from then). But it is really gamist, as I said, which is a shame, because otherwise it's a really good mechanic, as I also said. [/QUOTE]
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The 15 min. adventuring day... does 4e solve it?
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