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General Tabletop Discussion
*TTRPGs General
What Do You Think Of As "Modern TTRPG Mechanics"?
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<blockquote data-quote="Neonchameleon" data-source="post: 9773110" data-attributes="member: 87792"><p>The thing about hit points is that getting hit by something sharp or heavy moving fast is, in most ttrpg settings, the single most common event that in the real world would be likely to have long term consequences. Therefore how you take and recover from damage is one of the first two baseline things you need to get right for any sort of simulation. (The only thing as important is baseline success chance for doing things normal people can with little training).</p><p></p><p>Banging on about hit points in a supposedly real world simulationist game is like banging on about the engine power in what is meant to be a racing car. I don't care if it has an air dam and spoiler and pretty streamlining if it's using an engine out of a motorbike it's not going to be a good racing car.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9773110, member: 87792"] The thing about hit points is that getting hit by something sharp or heavy moving fast is, in most ttrpg settings, the single most common event that in the real world would be likely to have long term consequences. Therefore how you take and recover from damage is one of the first two baseline things you need to get right for any sort of simulation. (The only thing as important is baseline success chance for doing things normal people can with little training). Banging on about hit points in a supposedly real world simulationist game is like banging on about the engine power in what is meant to be a racing car. I don't care if it has an air dam and spoiler and pretty streamlining if it's using an engine out of a motorbike it's not going to be a good racing car. [/QUOTE]
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What Do You Think Of As "Modern TTRPG Mechanics"?
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