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*Pathfinder & Starfinder
What is a Wound? An attempt to bridge the divide.
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<blockquote data-quote="AngryMojo" data-source="post: 5944607" data-attributes="member: 83096"><p>Which is where you face the problem that it's just as easy to make a module for a grittier system, there's a group out there where the HP as wounds is just as much a non-starter for those who want a cinematic experience. In short, your statement can be applied to either camp with equal result.</p><p></p><p>In the true compromise, the extremists on both ends will walk away unhappy. There is no base assumption, only modular ones. No rest mechanics are given as the core, instead placing two basic modules in front of you right from the start: are you looking for cinematic or gritty? If you're going cinematic, full HP after a long rest. If you're going gritty, recover your hit dice after a long rest, but that's it. Or however they choose to design it. By having a DM choose the style at the very beginning, no default assumptions are required.</p><p></p><p>A default assumption either way can alienate people. If the goal is to prevent alienation, minimize the default assumptions made. I'm sure there are people who believe in the cinematic style so much that they won't play the game if it's not in there. And there are also the hardliners who are so wrapped up in that particular mode of play that the game holds no appeal to them unless their method of thinking is core.</p><p></p><p>Saying "If you prefer a more cinematic experience, you can allow the party to take a short rest at the end of each encounter, an extended rest at the end of each day, and use the following "Inspirational Healer" theme" is just as valid as "If you prefer a gritter experience, only allow hit dice to be returned during an extended rest rather than hit points. Don't allow the Inspirational Healer theme." Both are equally easy to say, both effect the game in roughly equivalent ways. Having either of them as core is a non-starter to people.</p><p></p><p>If one needs to be core, the proper determination can only be made after serious research as to which appeals most to the customer base. With the playtest I think WotC is getting real, codified data on this regard, and it's very possible we'll see an assumption in the core.</p><p></p><p></p><p>I think it's possible, it'll just require some rather creative adventure design. If nothing else, having DM's choose the baseline assumptions as either "cinematic" or "gritty" and explaining how they'll change the module should nip many of the problems in the bud. Go ahead and put it in the beginning of the adventure, similar to the sections on how to run it in different settings or at different levels.</p></blockquote><p></p>
[QUOTE="AngryMojo, post: 5944607, member: 83096"] Which is where you face the problem that it's just as easy to make a module for a grittier system, there's a group out there where the HP as wounds is just as much a non-starter for those who want a cinematic experience. In short, your statement can be applied to either camp with equal result. In the true compromise, the extremists on both ends will walk away unhappy. There is no base assumption, only modular ones. No rest mechanics are given as the core, instead placing two basic modules in front of you right from the start: are you looking for cinematic or gritty? If you're going cinematic, full HP after a long rest. If you're going gritty, recover your hit dice after a long rest, but that's it. Or however they choose to design it. By having a DM choose the style at the very beginning, no default assumptions are required. A default assumption either way can alienate people. If the goal is to prevent alienation, minimize the default assumptions made. I'm sure there are people who believe in the cinematic style so much that they won't play the game if it's not in there. And there are also the hardliners who are so wrapped up in that particular mode of play that the game holds no appeal to them unless their method of thinking is core. Saying "If you prefer a more cinematic experience, you can allow the party to take a short rest at the end of each encounter, an extended rest at the end of each day, and use the following "Inspirational Healer" theme" is just as valid as "If you prefer a gritter experience, only allow hit dice to be returned during an extended rest rather than hit points. Don't allow the Inspirational Healer theme." Both are equally easy to say, both effect the game in roughly equivalent ways. Having either of them as core is a non-starter to people. If one needs to be core, the proper determination can only be made after serious research as to which appeals most to the customer base. With the playtest I think WotC is getting real, codified data on this regard, and it's very possible we'll see an assumption in the core. I think it's possible, it'll just require some rather creative adventure design. If nothing else, having DM's choose the baseline assumptions as either "cinematic" or "gritty" and explaining how they'll change the module should nip many of the problems in the bud. Go ahead and put it in the beginning of the adventure, similar to the sections on how to run it in different settings or at different levels. [/QUOTE]
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