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Why penalize returning from death?
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<blockquote data-quote="5ekyu" data-source="post: 7288155" data-attributes="member: 6919838"><p>Wow, hyperbole much?</p><p></p><p>First at 1hp i can be taken down with almost any hit. At 100hp thats not the case. So either you don;t know what you are talking about or you are ignoring the obvious. </p><p></p><p>knocked unconscious means "not doing stuff." I play to "do stuff". So "not doing stuff" is a condition any player will try to avoid. </p><p></p><p>the overall use of HP and the various combat options is to give your character the ability to "do stuff" and the mechanics all play around those basic elements. </p><p></p><p>Why have combat? Well, for the genre of the game you are playing, combat may be a common staple of resolving conflicts or moving things ahead. not all genres and games work that way and so would have other detailed conflict systems for social, economic or other forms of "conflict". </p><p></p><p>losing a fight can be very critical... even without death.</p><p></p><p>lets look at it this way... many many people gamble every year, hell, every day many do so and MOST of them do so without feeling the need to have their house on the line every time they sit down to a table to play poker. </p><p></p><p>A game where its "Dead is PUNISHED" is like having your house in the pot for poker for some. </p><p></p><p>but in my games, players really hate losing because they are usually fighting for something they care about. Even without death, losing costs them. it might make great story either way... but my folks want to steer the boat of their characters rather than ride in the hold and most losses come with a loss of control over results.</p><p></p><p>But everyone has their own preferences.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7288155, member: 6919838"] Wow, hyperbole much? First at 1hp i can be taken down with almost any hit. At 100hp thats not the case. So either you don;t know what you are talking about or you are ignoring the obvious. knocked unconscious means "not doing stuff." I play to "do stuff". So "not doing stuff" is a condition any player will try to avoid. the overall use of HP and the various combat options is to give your character the ability to "do stuff" and the mechanics all play around those basic elements. Why have combat? Well, for the genre of the game you are playing, combat may be a common staple of resolving conflicts or moving things ahead. not all genres and games work that way and so would have other detailed conflict systems for social, economic or other forms of "conflict". losing a fight can be very critical... even without death. lets look at it this way... many many people gamble every year, hell, every day many do so and MOST of them do so without feeling the need to have their house on the line every time they sit down to a table to play poker. A game where its "Dead is PUNISHED" is like having your house in the pot for poker for some. but in my games, players really hate losing because they are usually fighting for something they care about. Even without death, losing costs them. it might make great story either way... but my folks want to steer the boat of their characters rather than ride in the hold and most losses come with a loss of control over results. But everyone has their own preferences. [/QUOTE]
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