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Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
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<blockquote data-quote="Saeviomagy" data-source="post: 7704826" data-attributes="member: 5890"><p>There are different levels of abstract and how jarring the abstraction is.</p><p></p><p>AC and hitpoints are an abstraction of a combination "did you hit" and "did it die". Both of those are important things to know, and both are hard to represent. AC and hit points do a decent enough job of emulating what they're supposed to emulate: dragged out slug fests with an element of luck, but not too much luck. Unsurprisingly, they become unappealing for modelling other things, like falling or trap damage, and the abstraction becomes more uncomfortable once you start talking about healing, lasting injures and the like.</p><p></p><p>Marking is an abstraction of... what? Some sort of style that makes it harder to hit your allies while simultaneously forcing the foe to let it's guard down whenever it does so. It's not really something that's reflected by fiction, and it's not really something that's easy to reflect in my head. And that's before you factor in things like making 3 times as many attacks as normally possible, or doing more damage with those attacks, or forcing foes much larger than oneself to halt their movement.</p><p></p><p>Conversely the original knight mechanics make more sense to me: he issues a verbal challenge and all who hear it respond. That said, the compulsion of that action doesn't make a lot of sense still.</p><p></p><p>Now what I could understand would be some sort of issued challenge that caused a foe with a language to lose hitpoints if it doesn't take up the challenge, which is acceptable because of the abstract nature of hit points allowing them to cover morale.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7704826, member: 5890"] There are different levels of abstract and how jarring the abstraction is. AC and hitpoints are an abstraction of a combination "did you hit" and "did it die". Both of those are important things to know, and both are hard to represent. AC and hit points do a decent enough job of emulating what they're supposed to emulate: dragged out slug fests with an element of luck, but not too much luck. Unsurprisingly, they become unappealing for modelling other things, like falling or trap damage, and the abstraction becomes more uncomfortable once you start talking about healing, lasting injures and the like. Marking is an abstraction of... what? Some sort of style that makes it harder to hit your allies while simultaneously forcing the foe to let it's guard down whenever it does so. It's not really something that's reflected by fiction, and it's not really something that's easy to reflect in my head. And that's before you factor in things like making 3 times as many attacks as normally possible, or doing more damage with those attacks, or forcing foes much larger than oneself to halt their movement. Conversely the original knight mechanics make more sense to me: he issues a verbal challenge and all who hear it respond. That said, the compulsion of that action doesn't make a lot of sense still. Now what I could understand would be some sort of issued challenge that caused a foe with a language to lose hitpoints if it doesn't take up the challenge, which is acceptable because of the abstract nature of hit points allowing them to cover morale. [/QUOTE]
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Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
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