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What does the mundane high level fighter look like? [+]
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<blockquote data-quote="hawkeyefan" data-source="post: 9182658" data-attributes="member: 6785785"><p>But you’d add more steps on the other side in order to maintain some sense of mechanical consistency. </p><p></p><p></p><p></p><p>Who’s running the house cat? Who calls for an attack roll? Why wouldn’t the GM just say “the cat doesn’t get an attack”? </p><p></p><p>It’s a stupid example that won’t come up. </p><p></p><p></p><p>You’re mistaking hit points for the things they represent. </p><p></p><p>Hit points are not diegetic. The characters are aware of diegetic things. They are not aware of hit points. They may be aware of what hit points represent, but they’re not aware of hit points themselves. </p><p></p><p>So if we accept that hit points are representative… then what’s the issue? In the case of minions, the one hit point represents the fact that accomplished heroes are able to dispatch them with one hit. </p><p></p><p>In this case, the ogre is weak compared to the heroes, but not weak compared to the commoners. Crazy.</p><p></p><p></p><p>And minion rules reflect the world I’d like to see… where fighters can largely take on foes that were once significant in droves. </p><p></p><p>Nothing in your quote immediately above doesn’t apply to the minion rules. </p><p></p><p></p><p></p><p>It depends on what you want the rules to accomplish. If you want fighters to be able to mow through mooks, then it’s great design. It’s simple to handle at the table, requires no effort on players’ parts, and requires no additional prep. </p><p></p><p>If you want a fighter that struggles to quickly put down low level threats even at higher levels, then 5e’s hit point bloat and damage scale are what you want. </p><p></p><p></p><p></p><p>No, it sounds terrible to me. I expect my group would talk about it for years, but not in a good way. </p><p></p><p>Do lots of house cats make it into battle in your games? </p><p></p><p></p><p>They don’t. You only think they do because you’re ignoring what folks are telling you. </p><p></p><p></p><p></p><p></p><p>I mean, it seems insane to me not to indicate these kinds of things through descriptive narration. </p><p></p><p></p><p></p><p>It seems to only be about maintaining mechanical consistency. Which makes no sense to me as a goal in this way. It just seems to satisfy some personal aesthetic rather than anything useful.</p><p></p><p></p><p></p><p></p><p>So it’s representative of potentially multiple things? </p><p></p><p></p><p></p><p>That’s exactly what levels do, though. Zero to hero and all that. </p><p></p><p></p><p>No, my point was that it does reflect such a difference. </p><p></p><p></p><p></p><p>No, i think you misunderstood. Perhaps my point was not clear… I’m not sure at what point a misinterpretation may have happened. </p><p></p><p>Minions are representative of the fiction just as most other monster stats are. </p><p></p><p></p><p></p><p>Who’s called for infinite malleability? We’re just talking about minion rules. Gee whiz.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9182658, member: 6785785"] But you’d add more steps on the other side in order to maintain some sense of mechanical consistency. Who’s running the house cat? Who calls for an attack roll? Why wouldn’t the GM just say “the cat doesn’t get an attack”? It’s a stupid example that won’t come up. You’re mistaking hit points for the things they represent. Hit points are not diegetic. The characters are aware of diegetic things. They are not aware of hit points. They may be aware of what hit points represent, but they’re not aware of hit points themselves. So if we accept that hit points are representative… then what’s the issue? In the case of minions, the one hit point represents the fact that accomplished heroes are able to dispatch them with one hit. In this case, the ogre is weak compared to the heroes, but not weak compared to the commoners. Crazy. And minion rules reflect the world I’d like to see… where fighters can largely take on foes that were once significant in droves. Nothing in your quote immediately above doesn’t apply to the minion rules. It depends on what you want the rules to accomplish. If you want fighters to be able to mow through mooks, then it’s great design. It’s simple to handle at the table, requires no effort on players’ parts, and requires no additional prep. If you want a fighter that struggles to quickly put down low level threats even at higher levels, then 5e’s hit point bloat and damage scale are what you want. No, it sounds terrible to me. I expect my group would talk about it for years, but not in a good way. Do lots of house cats make it into battle in your games? They don’t. You only think they do because you’re ignoring what folks are telling you. I mean, it seems insane to me not to indicate these kinds of things through descriptive narration. It seems to only be about maintaining mechanical consistency. Which makes no sense to me as a goal in this way. It just seems to satisfy some personal aesthetic rather than anything useful. So it’s representative of potentially multiple things? That’s exactly what levels do, though. Zero to hero and all that. No, my point was that it does reflect such a difference. No, i think you misunderstood. Perhaps my point was not clear… I’m not sure at what point a misinterpretation may have happened. Minions are representative of the fiction just as most other monster stats are. Who’s called for infinite malleability? We’re just talking about minion rules. Gee whiz. [/QUOTE]
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