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Thread: Most Ridiculous Rules in RPGS
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2016-09-27, 10:46 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
If there is a problem where lava or falling or whatever does not kill someone sufficiently quickly, its because the specific rules for how much damage those things do are out of tune with the reality (the reality being that you would have suffocated and/or spontaneously combusted long before you got anywhere near enough to actually touch lava) rather than because HP does not work as a system.
Last edited by Keltest; 2016-09-27 at 10:46 PM.
“Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”
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2016-09-27, 11:56 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
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2016-09-28, 08:39 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
More or less this. I won't speak to "the reality," but if your problem is that hp damage from certain effects seems out of line with your verisimilitude, that is not a flaw in the concept of hp as presented in the system you're discussing. That's a flaw in how those effects are represented.
One could uncap falling damage, as a start. One could also give it a more polynomial or exponential increase. Or make it a save-or-die with a rapidly-increasing DC based on height. Nothing inherent to "hit points represent your ability to turn what would otherwise be a fatal blow into something non-fatal" compels (say) 1d6 per 10 feet of falling, capped at 20d6.
(Though, frankly, given that a PC high enough level to find 20d6 survivable probably also has access to resources which would let him feather fall or fly safely. And even if he doesn't, the triviality of such resources by that point means that it's not all that ludicrous for him to just use his hp as the resource to absorb the fall, instead.)
Regardless, main point: if your problem with hp is that lava damage and falling damage aren't well represented by them, then it's a problem with how those things are represented and/or the damage codes on those things, not with hp-as-a-concept.
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2016-09-28, 08:55 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Last edited by Max_Killjoy; 2016-09-28 at 09:26 AM.
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2016-09-28, 10:12 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
One could, but if we're talking about adding and replacing rules- i.e, a design process- and baseline realism is your goal, it is mathematically simpler, and easier for players to interpret, to just not accumulate that many Hit Points to begin with, and have constant factors yield constant damage. It's something like hollow earth cosmology- you can modify all the physics in such a way as to preserve consistency with the starting assumption, but at that point, why bother? You're not getting any extra sim for your money (unlike, say, adding wound mechanics.)
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2016-09-28, 10:48 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Ok, but then your 20th level fighter who can go toe to toe with a dragon is going to get offed by an orc with a sword and a lucky D20. Again, it isn't a problem with hit points, its a problem with the fall/lava/whatever damage. And I am definitely confused as to how it is simpler and more intuitive to rebalance the entire game around the new hit point pool than it is to just declare lava immediately lethal to people without magical protection.
“Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”
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2016-09-28, 11:31 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
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2016-09-28, 11:31 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
*shrugs* Conceivably, yes, depending on just how the combat and damage interactions flow- nobody ever said realism was reliably fun, for certain values of 'fun'. But some folks value it anyway, to the extent that 'even veteran swordsmen need to think twice about violence' might be an intended selling point.
Again, it isn't a problem with hit points, its a problem with the fall/lava/whatever damage. And I am definitely confused as to how it is simpler and more intuitive to rebalance the entire game around the new hit point pool than it is to just declare lava immediately lethal to people without magical protection.
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2016-09-28, 11:32 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Yes, this is known as terminal velocity.
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2016-09-28, 11:43 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
“Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”
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2016-09-28, 11:51 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
I'm just pointing out that, e.g, capping total HP at 20 or 30 or some other plausible human maximum (based on whatever the typical damage scale would be) isn't any more mathematically complex or harder to rule on than, e.g, gaining hit dice each 'level', for ever and ever. The latter is standard in D&D, while the former is simpler to interpret in realism-preserving ways.
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2016-09-28, 11:58 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Ok, but then you end up with people being completely unable to survive, say, a bear attack unless theyre in super ultra magic armor. When a party of ultra-epic legendary heroes are losing members to being attacked by wolves in the forest, that's a bit of a problem.
“Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”
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2016-09-28, 12:06 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Is it, though?
Alternative question- if your heroes are safely insulated from the risk of death by, e.g, a nice deterministic damage buffer and resurrection mechanics, how heroic can they really be?
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2016-09-28, 12:27 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
A: those are wargs, which are both significantly larger and significantly more intelligent than wolves
B: none of the fellowship died, only the nameless non-herioic rohan grunts.
As for the "damage buffer", the fact that theyre so hard to kill is exactly what makes them heroes. Any shlub can go pick a fight with an orc and get themselves stabbed to death, but it takes a special type of person to be able to challenge the evil wizard and not just get killed by the obligatory trap door under the door mat of their evil castle, let alone actually kill the evil wizard.“Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”
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2016-09-28, 12:48 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
True, but it is not like that is not a problem anyway. A bear specifically has improved grab, and good luck getting a better grapple check than it before level 12 without shinies (Ok yeah it is easy if you build for it, but who does?). HP falls down as a defence mechanic because status effects ignore it.
I don't think that HP as a defence mechanic is ridiculous. I think that the fact that there exist basic effects that ignore all defence mechanics is the ridiculous bit.
To push another direction, I'm going to bring up black tentacles. Sure, it is a great spell, but it is ridiculous for two reasons.
Firstly, it seems to cherry pick when it is and is not magical. The tentacles are indestructable. Ignoring the fact that even force effects are not entirely indestructable, this should strongly suggest that it is magical. It also hits automatically. Again, magical effects are the only other things which hit automatically (which is another ridiculous rule anyway). An epic monk that does not get hit by rain will still be hit by the tentacles. In spite of this, it is still SR no, because they are mundane.
Secondly, despite the existance of a set of grapple rules, it does not follow them. Instead of an initial touch attack to hit, it autohits. It then does not do damage on establishing a grapple, where normally a standard grappler would.I play dwarf mode: Play to win, never be sober, and always die horribly despite everyone's best efforts (DM included).
I have a blog now! I make no claims to be that fool on that hill, but I do like to think I think the same way. Check it out for some of my more nutty thoughts.
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2016-09-28, 12:49 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
None of which requires a disassociated lump of "I can survive stuff" points that the character burns off as they survive stuff.
It can be based on better skills, being actually tougher, being luckier, etc, all as distinct mechanics that actually map to something discrete.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2016-09-28, 01:20 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
“Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”
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2016-09-28, 01:33 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
It certainly can be, but it doesn't tend to give you a very good RPG mechanic. It can give you a great song of ice and fire game, as PCs die off randomly despite decent play against standard opponents, but that is often not the feel you want (despite realism). What you usually want is a system where good play should result in an almost 0% chance of PC death, and that number rapidly climbs with bad play. Ablative defences like HP are good for achieving this, where chance based systems are difficult to get safe enough and still have a game (ie, random bandits are either likely to kill a PC, or the players could go AFK and still have their characters win the encounter).
I play dwarf mode: Play to win, never be sober, and always die horribly despite everyone's best efforts (DM included).
I have a blog now! I make no claims to be that fool on that hill, but I do like to think I think the same way. Check it out for some of my more nutty thoughts.
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2016-09-28, 01:47 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
They really don't. Any protagonist-ish character in SoIaF really only dies from narrative complications. Not random arrows from a mook.
Any of the three protagonists, or any of the semi-protagonists have roughly the same level of plot armor when it comes to "random death". They die because, narratively, they've gotten themselves stuck in a box with no escape.
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2016-09-28, 01:47 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
This is where I mention SIFRP, isn't it?
So, Song of Ice and Fire RP has hit points, but they don't magically increase as you get more experienced, and also they can only save you against one or two attacks before you start being injured or wounded in a more lasting manner, which actually means that if someone hits you with a greatsword, it's entirely possible that you'll actually take some kind of lasting injury from it - the principle of "Just a flesh wound" only goes so far. Of course, this is the kind of setting where any schmuck with a sword is dangerous, if not very dangerous, and the correct response to a dragon is less "Kill it and take its stuff!" and more "Run! Freaking hell, run!". So it works for that setting.
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2016-09-28, 02:05 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Part of the disconnect here is that "staving off death" is a narrative meta-concept, which can randomly include any number of factors.
It's not "how evasive are you?" or "how lucky are you?" or "how physically tough are you?" or "how much do the gods like you?", but rather any, all, or none of these, depending on the circumstances.
Personally, I loath this sort of "he's hard to kill because he's the protagonist" things in fiction, and in RPGs. If the character is hard to kill for a demonstrable, discrete reason, that's fine, but I loath contrivances and plot armor.Last edited by Max_Killjoy; 2016-09-28 at 02:09 PM.
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2016-09-28, 02:13 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Oh, but they easily could have, and they did indeed 'lose' a party member for some non-trivial length of time. And you may recall that 'dying to a random orc' is exactly what happened to Boromir.
And no, I don't think winning-ness is what makes a hero.
Several of them come close, if you include the effects of lingering infection. That said, I don't have a particular problem with some kind of additional metagame currency for, e.g, re-rolling saves-vs.-death, but I personally prefer if it's explicitly labelled as a luck mechanic (or karma, or artha, or hero points, or whatevs.)
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2016-09-28, 02:17 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2016-09-28, 04:00 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
"Turn fatal wounds into non-fatal wounds" doesn't mean "you're not wounded."
Ironically, it is precisely because you're insisting through your snide implications not just that "D&D HP are ridiculous," but that all who disagree with you are either stupid or maliciously being intellectually dishonest, that people keep arguing with you. If all your position is is that you, personally, find HP to be ridiculous (and in the connotative, rather than the denotative sense of literally "worthy of ridicule along with all who think otherwise"), then cut out the snide "isn't it amusing to watch people try to defend it" and accept that people do find it perfectly fine. Don't dodge refutations of your "fatal flaws" by scoffing and mocking people for daring to refute them, and then pretending they haven't been.
You can not like it. It's fine. You can't imply anybody who does is somehow your inferior. And then turning around and pretending I'm calling you "stupid" when I've done no such thing - and, unlike you, haven't even implied it - is, itself, pretty ridiculous.
Sure. I don't really have an issue with falling damage; I expect high-powered heroes to be able to do amazing things like fall from great heights and pick themselves up to keep moving. My point was that, if you have a problem with that, then it isn't a flaw in the hp system, but in the falling damage system.
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2016-09-28, 04:42 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
It's not like there aren't ten million RPGs that have already solved the HP problem in different ways....
Imagine if all real-world conversations were like internet D&D conversations...
Protip: DnD is an incredibly social game played by some of the most socially inept people on the planet - Lev
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2016-09-28, 04:48 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
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2016-09-28, 06:01 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
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2016-09-28, 07:08 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
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2016-09-28, 07:39 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
For example, Exalted 3e, which I think has the best take on the "hit points as plot armor" business I've seen. Most of your attacks don't damage hit points-- instead, they steal initiative, which represents general combat advantage. Bigger weapons, more powerful attacks, and armor all modify that exchange. The only way to actually hurt someone is a special attack based pretty much entirely on how much initiative you've accumulated-- but which, in turn, is impossible to resist without magic. Environmental effects like, say, falling off a hundred foot cliff go straight to dealing lethal damage, so even the world's best swordsman can die if he tries to go for a swim in lava*.
In general, I agree that D&D-style hit points aren't the best mechanic, but they have the advantage of simplicity and intuitive understanding. I doubt anyone in the last twenty years has had to sit down and seriously explain what taking damage means in D&D, as opposed to games like Fate or Exalted. And "bucketloads of HP"-based scaling has a major gameplay advantage over AC-based scaling-- it's much more fun to have frequent-minor-but-cumulative hits for five rounds than it is to whiff four times and then die the fifth.
*Well, in theory. It is Exalted; it's quite possible that the world's best swordsman can activate a charm, brush the lava off his shoulder and go on to cut a mountain in half, but that's all magic.Last edited by Grod_The_Giant; 2016-09-28 at 07:39 PM.
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2016-09-29, 05:44 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Can we drop the subject of hit points, please? It seems pretty clear that, while disliked by some, D&D style hit points do not fall into the "ridiculous rules" category. I humbly suggest that we go back to talking about FATAL's anal circumference, or deadEarth's character generation.