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What is *worldbuilding* for?
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<blockquote data-quote="Ovinomancer" data-source="post: 7373562" data-attributes="member: 16814"><p>...</p><p></p><p>Here's what happened:</p><p></p><p>1. I posted about post-hoc resolution mechanics as not addressing the agency of players to declare actions to mitigate risk prior to events.</p><p></p><p>2. You cliped my post to remove this argument, and presented post-hoc resolution mechanics as risk mitigation. You ALSO began a discussion of the Fight! mechanics in BW to respond to my separate points on tactical decision points.</p><p></p><p>3. I pointed out that you clipped the relevant portion of my first post in regards to post-hoc mitigation mechanics and how it was amusing that you would present post-hoc mitigation mechanics as a solution while intentionally ignoring my explicit comments about them. </p><p></p><p>3a. I ALSO responded to your separate comments on the Fight! mechanics.</p><p></p><p>4. You now claim confusion because my complaint about your clipping out portions of my post doesn't address your post about the Fight! mechanics, which is unrelated and temporally impossible.</p><p></p><p>Okay, that really looks good on you. Go with that.</p><p></p><p>Let's look at this:</p><p>1. Fight! is unpredicatable and has a reasonable likelihood to result in wounding or death.</p><p>2. BW recovery mechanics for wounds are very long and punishing</p><p>3. therefore, entering into Fight! where even skilled combatants against weak foes still have a non-ignorable chance of losing weeks of in-game time to recovering means, generally, getting into combat is a bad idea. This system disincentivizes combat much more than the normal for RPGs.</p><p></p><p></p><p>I would generally assume that if you're getting into combat that your opponents have dangerous weapons. This is a given, and I'm confused as to why you'd point it out.</p><p></p><p></p><p>1st level classic D&D disincentivizes combat as well. You pointed this out in an early post how play revolves around scouting and careful exploration because combat is so deadly. This doesn't go anywhere towards not showing BW combat isn't deadly. And in D&D, higher level combats are less deadly, but BW combat retains much of it's deadliness even through character advances <em>as a design goal</em>.</p><p></p><p></p><p></p><p>Sorry, but are you actually saying that because you've built a character that wants to fight that this changes how the mechanics work and are built and makes combat a good choice? Or that because you've chosen it, the choice can't be a bad one? Really.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7373562, member: 16814"] ... Here's what happened: 1. I posted about post-hoc resolution mechanics as not addressing the agency of players to declare actions to mitigate risk prior to events. 2. You cliped my post to remove this argument, and presented post-hoc resolution mechanics as risk mitigation. You ALSO began a discussion of the Fight! mechanics in BW to respond to my separate points on tactical decision points. 3. I pointed out that you clipped the relevant portion of my first post in regards to post-hoc mitigation mechanics and how it was amusing that you would present post-hoc mitigation mechanics as a solution while intentionally ignoring my explicit comments about them. 3a. I ALSO responded to your separate comments on the Fight! mechanics. 4. You now claim confusion because my complaint about your clipping out portions of my post doesn't address your post about the Fight! mechanics, which is unrelated and temporally impossible. Okay, that really looks good on you. Go with that. Let's look at this: 1. Fight! is unpredicatable and has a reasonable likelihood to result in wounding or death. 2. BW recovery mechanics for wounds are very long and punishing 3. therefore, entering into Fight! where even skilled combatants against weak foes still have a non-ignorable chance of losing weeks of in-game time to recovering means, generally, getting into combat is a bad idea. This system disincentivizes combat much more than the normal for RPGs. I would generally assume that if you're getting into combat that your opponents have dangerous weapons. This is a given, and I'm confused as to why you'd point it out. 1st level classic D&D disincentivizes combat as well. You pointed this out in an early post how play revolves around scouting and careful exploration because combat is so deadly. This doesn't go anywhere towards not showing BW combat isn't deadly. And in D&D, higher level combats are less deadly, but BW combat retains much of it's deadliness even through character advances [I]as a design goal[/I]. Sorry, but are you actually saying that because you've built a character that wants to fight that this changes how the mechanics work and are built and makes combat a good choice? Or that because you've chosen it, the choice can't be a bad one? Really. [/QUOTE]
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