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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Emerikol" data-source="post: 5992346" data-attributes="member: 6698278"><p>I will address each of these in turn...</p><p></p><p></p><p></p><p>That is how YOU interpreted saving throws. I always portrayed the poison going into the bloodstream and the character fighting off it's effects. Perhaps not totally realistic but definitely process-sim.</p><p></p><p></p><p></p><p>But the attack in question is still the attack. It still hits and does damage. Nothing about this is not process-sim.</p><p></p><p></p><p>Most players I know saw it as progressive wounds but obviously not linear in effect. Meaning early wounds are light and later wounds are heavier. So if a person with 100 hit points is down to 5 he is bleeding badly. If he is down to 95 then he has a scratch. This is why hit points have always worked. The process-sim people can interpret one way and you guys can interpret another. It's why 4e hit points blew things up and made the game unplayable for half or more of the people. </p><p></p><p></p><p>XP I admit was completely outside the game. It never enters the minds of characters at all. Training is how you got better. I always imagined that the character was always learning and training and that the intense training at level up was when they'd made some kind of breakthrough. This wasn't disruptive though because XP never came up except at the end of the day after the adventuring was over. So the "game" has finished and now the DM and "players" are figuring xp. So it wasn't as disruptive to the actual playing of the game.</p><p></p><p></p><p>To be honest I never used this rule. But give the previous paragraph, advancement is a mystery to the character I agree. </p><p></p><p></p><p>I believe the process-sim attitude in this case is that the thing in question turned out to be one that could not be handled. Meaning if the gate is too strong to be lifted it's too strong to be lifted. Same for the lock. I do like 3e's approach better sure but this isn't really all that jarring.</p><p></p><p></p><p></p><p>I believe the game was playable in 1e,2e,3e for people in my camp. 4e was unplayable. That is all I said. I didn't say that any edition was perfect. The narrativist camp took over at WOTC for 4e. Sadly. They saw D&D as just being behind the times and the narrativist approach as the new "thing". When in reality the narrativist approach was popular in other games exactly because D&D had sucked up all the simulationist players (and dominated the market by the way). It's the classic guerilla warfare attitude of small niche companies. They don't even try to produce a mass market game. They target a niche and do that niche real well in an attempt to peel away a segment of the mass market.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 5992346, member: 6698278"] I will address each of these in turn... That is how YOU interpreted saving throws. I always portrayed the poison going into the bloodstream and the character fighting off it's effects. Perhaps not totally realistic but definitely process-sim. But the attack in question is still the attack. It still hits and does damage. Nothing about this is not process-sim. Most players I know saw it as progressive wounds but obviously not linear in effect. Meaning early wounds are light and later wounds are heavier. So if a person with 100 hit points is down to 5 he is bleeding badly. If he is down to 95 then he has a scratch. This is why hit points have always worked. The process-sim people can interpret one way and you guys can interpret another. It's why 4e hit points blew things up and made the game unplayable for half or more of the people. XP I admit was completely outside the game. It never enters the minds of characters at all. Training is how you got better. I always imagined that the character was always learning and training and that the intense training at level up was when they'd made some kind of breakthrough. This wasn't disruptive though because XP never came up except at the end of the day after the adventuring was over. So the "game" has finished and now the DM and "players" are figuring xp. So it wasn't as disruptive to the actual playing of the game. To be honest I never used this rule. But give the previous paragraph, advancement is a mystery to the character I agree. I believe the process-sim attitude in this case is that the thing in question turned out to be one that could not be handled. Meaning if the gate is too strong to be lifted it's too strong to be lifted. Same for the lock. I do like 3e's approach better sure but this isn't really all that jarring. I believe the game was playable in 1e,2e,3e for people in my camp. 4e was unplayable. That is all I said. I didn't say that any edition was perfect. The narrativist camp took over at WOTC for 4e. Sadly. They saw D&D as just being behind the times and the narrativist approach as the new "thing". When in reality the narrativist approach was popular in other games exactly because D&D had sucked up all the simulationist players (and dominated the market by the way). It's the classic guerilla warfare attitude of small niche companies. They don't even try to produce a mass market game. They target a niche and do that niche real well in an attempt to peel away a segment of the mass market. [/QUOTE]
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