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<blockquote data-quote="Neonchameleon" data-source="post: 5890767" data-attributes="member: 87792"><p>You must spread XP around...</p><p> </p><p></p><p> </p><p>People having different preferences and assumptions isn't a problem for me. What is is that to me your preferences and assumptions <em>make no sense</em>. What you say you want and what you prefer are almost literally opposites from where I stand. A hit point mechanic is purely cinematic. It' s not about characters being <em>tougher</em>, it's about them being <em>unimpeded</em>. It's a "Walk out of a burning building with merely cosmetic damage as it explodes behind you" mechanic. It's at least as cinematic as full-scale wire-fu would be.</p><p> </p><p>You can say what you want. And you can say what suits you. If they match, fair enough. If what you want is D&D to feel like classic D&D then I wouldn't bother disagreeing with you. I don't have that preference but I have no objection to it. Likewise if you were advocating the abolition of hit points for wound points that impair you, and for D&D to turn point-buy (I'm a fan of GURPS). The reason I'm trying to work out what you mean is because what you say you want appears to me to be a long way away from what you say suits you.</p><p> </p><p></p><p> </p><p>The problem here comes with maximum damage and critical hits. And falling. And... What the orc is doing with his axe <em>hasn't changed</em>. It is quite literally the best the orc can do. Which means there is no physical way it is possible for the orc to drop the fighter in a hit with a dirty great axe. Now either that's incredibly good armour (gothic plate vs dark age weapons would do that) or once again it's incredibly cinematic and the hero isn't going to get taken down by being cut open by a strong goon with an axe because of plot protection.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5890767, member: 87792"] You must spread XP around... People having different preferences and assumptions isn't a problem for me. What is is that to me your preferences and assumptions [I]make no sense[/I]. What you say you want and what you prefer are almost literally opposites from where I stand. A hit point mechanic is purely cinematic. It' s not about characters being [I]tougher[/I], it's about them being [I]unimpeded[/I]. It's a "Walk out of a burning building with merely cosmetic damage as it explodes behind you" mechanic. It's at least as cinematic as full-scale wire-fu would be. You can say what you want. And you can say what suits you. If they match, fair enough. If what you want is D&D to feel like classic D&D then I wouldn't bother disagreeing with you. I don't have that preference but I have no objection to it. Likewise if you were advocating the abolition of hit points for wound points that impair you, and for D&D to turn point-buy (I'm a fan of GURPS). The reason I'm trying to work out what you mean is because what you say you want appears to me to be a long way away from what you say suits you. The problem here comes with maximum damage and critical hits. And falling. And... What the orc is doing with his axe [I]hasn't changed[/I]. It is quite literally the best the orc can do. Which means there is no physical way it is possible for the orc to drop the fighter in a hit with a dirty great axe. Now either that's incredibly good armour (gothic plate vs dark age weapons would do that) or once again it's incredibly cinematic and the hero isn't going to get taken down by being cut open by a strong goon with an axe because of plot protection. [/QUOTE]
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