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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8673463" data-attributes="member: 82106"><p>I thought about it, but consider, if instead you do things like design your monsters with a bit more varied defenses, then hitting a weaker one is going against a 2-4 point lower DV, which might as well be considered the same as an equivalent attack bonus, right? I mean, there's a lot of things along these lines that PCs can do. They can use various forms of synergy to increase their offense and defense in a whole variety of ways. I just think that dice modifiers are a cumbersome way to handle a lot of that. And if you now start in with 2 levels of 'advantage' and 'disadvantage', which things get each one? Now some stuff stacks but other stuff doesn't, or there's got to be some other more complicated rule. I'm really not convinced it adds enough to the game design to make up for all that. I really had the way Strike! just stripped away a lot of the cruft of 4e but left the real essence of what it was doing intact. I just translated that philosophy to d20 (purely for reasons of taste really). Also doing it that way makes it pretty simple to convert 4e content in most cases. Pretty much any 4e monster will 'work' in HoML with a few tweaks to terminology and updated numbers.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8673463, member: 82106"] I thought about it, but consider, if instead you do things like design your monsters with a bit more varied defenses, then hitting a weaker one is going against a 2-4 point lower DV, which might as well be considered the same as an equivalent attack bonus, right? I mean, there's a lot of things along these lines that PCs can do. They can use various forms of synergy to increase their offense and defense in a whole variety of ways. I just think that dice modifiers are a cumbersome way to handle a lot of that. And if you now start in with 2 levels of 'advantage' and 'disadvantage', which things get each one? Now some stuff stacks but other stuff doesn't, or there's got to be some other more complicated rule. I'm really not convinced it adds enough to the game design to make up for all that. I really had the way Strike! just stripped away a lot of the cruft of 4e but left the real essence of what it was doing intact. I just translated that philosophy to d20 (purely for reasons of taste really). Also doing it that way makes it pretty simple to convert 4e content in most cases. Pretty much any 4e monster will 'work' in HoML with a few tweaks to terminology and updated numbers. [/QUOTE]
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