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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="pemerton" data-source="post: 6148199" data-attributes="member: 42582"><p>That wouldn't surprise me at all. The idea that hit points are the most simple or intuitive way to handle damage, which I often see asserted in this sort of thread, strikes me as simple projection of existing players' familiarity with the mechanic.</p><p></p><p>On one of the "death of MHRP" threads on RPGnet, Cam Banks commented that new players found MHRP very easy to get into and understand, whereas players experienced with trad RPGs found it hard/confusing. That seemed pretty plausible too.</p><p></p><p>I've introduced new players (not that many) mostly via Rolemaster. It has a lot of moving parts, which can be hard to work out the details of, but at its base I think it's simpler than 3E or 4e D&D - the higher your number in the relevant skill the better you are, you want to roll high on your d100 to succeed, and when you get hit you suffer bruising/fatigue (concussion hits) or wounds (which play as debuffs - so simulationist, rather than the metagame "invocation" aspect of a FATE consequence or MHRP complication). The basic structure is pretty intuitive, I think, and doesn't have the weirdness of hit points or (pre-3E) saving throws.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6148199, member: 42582"] That wouldn't surprise me at all. The idea that hit points are the most simple or intuitive way to handle damage, which I often see asserted in this sort of thread, strikes me as simple projection of existing players' familiarity with the mechanic. On one of the "death of MHRP" threads on RPGnet, Cam Banks commented that new players found MHRP very easy to get into and understand, whereas players experienced with trad RPGs found it hard/confusing. That seemed pretty plausible too. I've introduced new players (not that many) mostly via Rolemaster. It has a lot of moving parts, which can be hard to work out the details of, but at its base I think it's simpler than 3E or 4e D&D - the higher your number in the relevant skill the better you are, you want to roll high on your d100 to succeed, and when you get hit you suffer bruising/fatigue (concussion hits) or wounds (which play as debuffs - so simulationist, rather than the metagame "invocation" aspect of a FATE consequence or MHRP complication). The basic structure is pretty intuitive, I think, and doesn't have the weirdness of hit points or (pre-3E) saving throws. [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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