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General Tabletop Discussion
*Pathfinder & Starfinder
The ethics of ... death
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6158038"><p>Because the whole point is to get around the funkiness of HP, where no matter how tough you are, the effect is similarly deadly across the board. using XdY basically just makes it a normal type of damage, but these are not normal thpes of damage. These are things that attack your organs, or turn you dust or stone. With saves you have have any number of effects keyed to failure, to help emulate unqiue types of harm (such as petrification or deadly poison). I also really elevates the stakes. Unless I tack on a huge modifier to the damage roll, there is too much of a range if its XdY damage (even 20d10 could do anything from 20 to 200 points). The whole purpose of these sorts of things is to do something outside the whittling away of hitpoints, to have a less predictable and potentially more dangerous option. Now, you might not like it. Too many people might dislike it for it to have a place in 5E. But that is still an issue of preference, not bad design. Doing something different than the core damage mechanic doesn't make it bad design (especially since it brings a host of other things to the table). Being too deadly isn't bad design, there are plenty of valid reasons for designers to make a game more deadly (not the least of which is a good chunk of the player base likes deadlier action). I am totally with you that it isnt for everyone, and I suspect it may have to be nerfed a bit or set to a dial to fit inot the new edition (and I am totally fine with that). I just have to reject that it is somehow objectively bad design.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6158038"] Because the whole point is to get around the funkiness of HP, where no matter how tough you are, the effect is similarly deadly across the board. using XdY basically just makes it a normal type of damage, but these are not normal thpes of damage. These are things that attack your organs, or turn you dust or stone. With saves you have have any number of effects keyed to failure, to help emulate unqiue types of harm (such as petrification or deadly poison). I also really elevates the stakes. Unless I tack on a huge modifier to the damage roll, there is too much of a range if its XdY damage (even 20d10 could do anything from 20 to 200 points). The whole purpose of these sorts of things is to do something outside the whittling away of hitpoints, to have a less predictable and potentially more dangerous option. Now, you might not like it. Too many people might dislike it for it to have a place in 5E. But that is still an issue of preference, not bad design. Doing something different than the core damage mechanic doesn't make it bad design (especially since it brings a host of other things to the table). Being too deadly isn't bad design, there are plenty of valid reasons for designers to make a game more deadly (not the least of which is a good chunk of the player base likes deadlier action). I am totally with you that it isnt for everyone, and I suspect it may have to be nerfed a bit or set to a dial to fit inot the new edition (and I am totally fine with that). I just have to reject that it is somehow objectively bad design. [/QUOTE]
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The ethics of ... death
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