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To all the other "simulationists" out there...
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<blockquote data-quote="Lizard" data-source="post: 4154955" data-attributes="member: 1054"><p>This is only a problem if you don't mind your PC being taken down with one hit. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And it's not impossible -- it's impossible (or unlikely) with a single-classed rogue against a high-hit point (grunt, fighter, thug) type foe.</p><p></p><p>In a recent game, we had three party members be taken OOC in one round by a basilisk. That's a "one hit kill".</p><p></p><p>In another session, an assassin with a high hide score had the requisite three rounds to "observe" a PC, and would have one-shotted him if he hadn't made his save. Metagame, we knew he was there, but in-game, we didn't know and couldn't have seen him if we had known. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The "deadly blade in the night" isn't the rogue; it's the assassin. If the player in question wanted that feature, he was taking the wrong class -- akin to wanting to play a scholarly, nerdish spell-caster and picking sorceror over wizard. (As for the 'assassins are all eeeevil' rule, that's easy to change -- making a modified assassin class and calling them 'bounty hunters' or 'bringers of justice' or what-not is pretty simple.)</p><p></p><p>D&D *does* make one-shot-kills of same-level opponents difficult, but this is to spare high-level PCs the general ignominy of death by a single bad roll. Whether this is a good idea or not depends on the game world. I admit to liking that, in Rolemaster, while it was RARE for a powerful character to die to a weak one, it wasn't *impossible*, and that kobold with the rusty knife could keep making that open-ended roll and wrack up the 'E' Criticals....</p><p></p><p>(BTW, having played GURPS for several years, I can tell you that while it's easy to have someone be *dying* in GURPS, it's hard for them to *die* if they have any kind of HT (at least in G3). I remember the PCs constantly hacking at a downed foe and he *kept* *making* *his* *HT* *check*. It was painful.)</p></blockquote><p></p>
[QUOTE="Lizard, post: 4154955, member: 1054"] This is only a problem if you don't mind your PC being taken down with one hit. :) And it's not impossible -- it's impossible (or unlikely) with a single-classed rogue against a high-hit point (grunt, fighter, thug) type foe. In a recent game, we had three party members be taken OOC in one round by a basilisk. That's a "one hit kill". In another session, an assassin with a high hide score had the requisite three rounds to "observe" a PC, and would have one-shotted him if he hadn't made his save. Metagame, we knew he was there, but in-game, we didn't know and couldn't have seen him if we had known. :) The "deadly blade in the night" isn't the rogue; it's the assassin. If the player in question wanted that feature, he was taking the wrong class -- akin to wanting to play a scholarly, nerdish spell-caster and picking sorceror over wizard. (As for the 'assassins are all eeeevil' rule, that's easy to change -- making a modified assassin class and calling them 'bounty hunters' or 'bringers of justice' or what-not is pretty simple.) D&D *does* make one-shot-kills of same-level opponents difficult, but this is to spare high-level PCs the general ignominy of death by a single bad roll. Whether this is a good idea or not depends on the game world. I admit to liking that, in Rolemaster, while it was RARE for a powerful character to die to a weak one, it wasn't *impossible*, and that kobold with the rusty knife could keep making that open-ended roll and wrack up the 'E' Criticals.... (BTW, having played GURPS for several years, I can tell you that while it's easy to have someone be *dying* in GURPS, it's hard for them to *die* if they have any kind of HT (at least in G3). I remember the PCs constantly hacking at a downed foe and he *kept* *making* *his* *HT* *check*. It was painful.) [/QUOTE]
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