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General Tabletop Discussion
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What are your biggest immersion breakers, rules wise?
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<blockquote data-quote="Tony Vargas" data-source="post: 7834663" data-attributes="member: 996"><p>Well, a few people. </p><p>Really, though, the issue was dead for decades. It was only brought to this freakish, brain-eating, un-life by the edition war. (aside: today, googling <em>the exact phrase</em> "hit points are meat" yields over 400 results (which,I know, not many by Google standards). Restrict the search to the run of 3e, 2000 through 2007, though and you get "No results found for <strong>"Hit points are meat"</strong> Results for <a href="https://www.google.com/search?tbs=cdr:1,cd_min:2000,cd_max:2007&q=Hit+points+are+meat&sa=X&ved=0ahUKEwjkne7_oKblAhVpIDQIHX34D1EQgwMILQ" target="_blank"><strong>Hit points are meat</strong></a> (without quotes):" Yeah.)</p><p></p><p>They work for a certain pacing, usually at least close to the intended pacing, sure. But the more you deviate, the more problematic class & encounter balance become.</p><p></p><p>They were a faltering step in the right direction. Well, after they got back up after the initial version. Maybe if they'd had 10 years of incremental improvement. :<img class="smilie smilie--emoji" loading="lazy" alt="🤷" title="Person shrugging :person_shrugging:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937.png" data-shortname=":person_shrugging:" />:</p><p></p><p>It depends on how you model it. I placed a submachine gun as an item, once, and it attacked either several times a round, or hosing down a large area - with it's own innate attack bonus. Overwhelmingly powerful at low level, giving one to a low-level character made him suddenly dangerous to mid-level characters, but vs high level PCs, it'd just miss a lot (as the A-Team theme played in the background).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7834663, member: 996"] Well, a few people. Really, though, the issue was dead for decades. It was only brought to this freakish, brain-eating, un-life by the edition war. (aside: today, googling [I]the exact phrase[/I] "hit points are meat" yields over 400 results (which,I know, not many by Google standards). Restrict the search to the run of 3e, 2000 through 2007, though and you get "No results found for [B]"Hit points are meat"[/B] Results for [URL='https://www.google.com/search?tbs=cdr:1,cd_min:2000,cd_max:2007&q=Hit+points+are+meat&sa=X&ved=0ahUKEwjkne7_oKblAhVpIDQIHX34D1EQgwMILQ'][B]Hit points are meat[/B][/URL] (without quotes):" Yeah.) They work for a certain pacing, usually at least close to the intended pacing, sure. But the more you deviate, the more problematic class & encounter balance become. They were a faltering step in the right direction. Well, after they got back up after the initial version. Maybe if they'd had 10 years of incremental improvement. :🤷: It depends on how you model it. I placed a submachine gun as an item, once, and it attacked either several times a round, or hosing down a large area - with it's own innate attack bonus. Overwhelmingly powerful at low level, giving one to a low-level character made him suddenly dangerous to mid-level characters, but vs high level PCs, it'd just miss a lot (as the A-Team theme played in the background). [/QUOTE]
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