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#1
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 11-December 02 From: The other end of your computer screen Member No.: 3,724 ![]() |
http://www.frontiernet.net/~jamesstarlight...tification.html This ought to be interesting... Personally, for the most part I think this guy is full of shit and simply trying to justify a broken system. I was ok with his "essay" untill this point:
This is a good read, except that, to the writer, it appears ok to justify AD&D but not GURPS. :? Just an interesting read I found while looking up different Hit Location, and game functions... |
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#2
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
For why D&D-like HPs suck, see here.
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#3
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
i find it irksome that the many of the people who say hit points suck because they're unrealistic are the same people who say we should just gloss over realism because the game has magic and dragons in it. "in Shadowrun," the argument goes, "you've got people who can fly and make things burst into flame just by looking at them. who cares if the way dikote is handled is unrealistic--it's fantasy! oh, hit points? no, those suck, nothing works like that in real life."
(austere, it should be noted, is not one of those people.) |
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#4
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
Yes, it should. ;)
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#5
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,546 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 ![]() |
It just comes back to realism within the system. Yes, the shadowrun world is fictional, but it does make logical sense. It is (largely) consistent within its own rules. The hit point system, IMO, really has some flaws, and at higher levels they seriously threaten the realism based on the world the game setup. Thats why some people argue that some other games are unrealistic, because the game needs to put forth a logical backing for why they do it which may be based on a premise that is currently outside of reality (magic), and hitpoints is something that is rarely well justified.
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#6
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
i have no problem with the idea that hp are not realistic. i'll even allow that SR's system is more realistic (mainly because we already hashed that issue out in the thread austere linked to). i do, however, have a problem with people who rag on hp for being unrealistic, but then turn around and say we should ignore reality issues in SR simply because SR has fantasy elements. the SR system very often doesn't make sense, and it's highly inconsistent within its own rules--smartlinks and vision mag, cyberlimbs sucking, essence cost of bone lacing, essence comparison between datajacks and routers, essence period paragraph page. we argue about these things all the time, and most people agree that they are what they are because of game balance. yet, when it comes to a quick simplification like hit points? oh, whoah, that's just unrealistic.
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#7
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 11-December 02 From: The other end of your computer screen Member No.: 3,724 ![]() |
The interesting thing here, and the reason that I posted this is that I am used to hearing that side of the table that you are presenting MFB.
I'm used to this...what surprised me about this "essay" was that the writer fell to the level of being one of these very people he was complaining about. It was the first time I had seen/heard a Hit Point supporter ligitamently(sp) argue for Hit Points and then blow it all to hell by saying that non-Hit Point supporters shouldn't try justifying their systems because they're just simply flawed. With so much insight going for this topic on whether hit points make sense or not, why throw the towel in by taking a confusing low blow. |
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#8
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 11-December 02 From: The other end of your computer screen Member No.: 3,724 ![]() |
My personal take on Hit Points:
They're fine. Really they are. Think about it. Final Fantasy uses them exclusively and no one really cares. The problem isn't the Hit Points really at all. It's the systems balance of intergration of the Hit Points. AD&D, for example, gets ragged on heavily for Hit Points, but it's not the Hit Points that are faulty. It's how they link into the system that's faulty. Damage isn't correctly distributed amonst the system to balance out the Hit Point scale. As well, Constitution existing along side of Hit Points is a bit udnerbalanced to me, as the Hit Points rise to show the characters growth in strength and endurance of pain. And yet, there is constitution. I'm not arguing whether AD&D is good or not. That's an old and un-interesting babbling to me...like "Kurt Cobain was murdered" conversations. In all reality, Shadowrun does have Hit Points. You have boxes that, when full, determine your characters tenative death. It just so happens that the Hit Points are uniformed accrossed the board and the Stat of BODY is what changes accross the board, representing the character tollerance of pain. If you removed Constitution from AD&D and re-adjusted the Damage rates, the Hit Point system would be perfectly balanced. But to me...If I, as a player, have to change a part of the core rules for the system to function sensibly, then it logs in my book as a sloppy system where the mechanics were not well networked. I realize that every system has it's faults, and that players will always change things in the mechanics, yet I tend to look at how low into the core of the mechanics is the certain aspect that's "wrong". Again, in AD&D's case, it's pretty much right at the core. Attributes(core level 1) + Damage (core level 3) In the end, it's all about paying attention in the designing stages to where and what the mechanics are linking to and are they running on the same system? |
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#9
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
I do! I do! That's among the reasons why I am not very fond of those games. It's true that, to some degree or another, Hit Points are present in almost every RPG that has to deal with combat. That's why I said "D&D-like HPs", which is another thing entirely. D&D and other games, where Hit Points grow linearly (or indeed exponentially), have to toss out any pretense of suspense of disbelief, let alone realism. Such systems make for great fairytales and superhero-games, but there's a lot such systems can't do. They can portray an Eraser or, even better, a Last Action Hero, but they just can't hack a Full Metal Jacket or a Saving Private Ryan. They might bend around The Rock, but they haven't got a chance with Black Hawk Down. When you want to play a superhuman hero that doesn't mind being shot at with 120mm cannons, they rock. When you want characters in your games to die when real humans would be splattered on the walls, steer away from them.
So, you think people should do 10 times as much damage on level 10 as they do on lvl 1, because they can also stand 10 times as much punishment? That makes combat between opponents at similar levels more reasonable, but it makes it far harder still for large numbers of lower level characters to beat single higher level ones. Plus it doesn't do anything to solve the I'm A 20th Level Dwarf Fighter, I Ain't Afraid Of No Meteorites Syndrome. A far, far better way of making Hit Points logical is simply not allowing them to go up as people get more experienced, at least not anywhere near as fast as they do in straight D&D. Making Hit Points = Constitution is one way. Lots more ways of dealing with the inherent suckiness of linearly growing HPs are outlined in the "d20 Shadowrun" thread linked to above. This post has been edited by Austere Emancipator: Mar 20 2004, 01:04 PM |
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#10
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
This article has a fatal flaw, one that is mentioned in the article: Cure Light Wounds.
If that spell can heal the entirety of the actual damage done to a person, all the actual physical harm, it won't be "light". Therefore, characters cannot have just their starting hit die in "actual" HP. ~J |
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#11
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Moving Target ![]() ![]() Group: Members Posts: 224 Joined: 6-April 02 From: ab.ca Member No.: 2,522 ![]() |
Hit points make for a decent enough mechanic, but in D&D they are very poorly described. The similar system used by d20 Star Wards breaking them into vitality points (lost due to fatigue of avoiding damage) and wound points (actual damage) is much more logical. The other problem I have with D&D hit points is that it is a very strong component of the very steep power curve of D&D. A first level character can typically be killed outright by a single blow from an orc. At higher levels, those orcs are only threats in groups of hundreds. By using only 10 "hit points" across the board, ShadowRun creates a much flatter power curve.
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#12
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
The descriptions of VPs and WPs aren't that much better. This was among the things discussed in the thread linked above. The way especially VPs are described is one of the reason why such a system does a great job at remaking Eraser but cannot recreate any decent war-movie.
Plus it doesn't work out too well that VPs are still determined just like in D&D, ie. by using Constitution and Feats that make it sound like it's still mostly about getting hit and sucking it up. Much of the description also points in this direction. |
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#13
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
incidentally, i think the reasoning the author uses in the article is silly, and wouldn't use it myself.
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#14
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,213 Joined: 10-March 02 From: Back from the abyss. Member No.: 2,316 ![]() |
I agree with AE, HP's make a fine cinematic game, gritty die in one shot scenes need something like SR's "HP's:.
The way Star Wars does it is fine with me, it feels more Star Warssy, that my Jedi can get knocked around a little and still be competitive. Why argue over hit points, when Alignments are something more to fight over. :) Kidding alignments are fine for D&D. |
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#15
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Alignments are perfectly fine as long as you never ever ever enforce the penalties for changing alignment unless the change is simply brought about by bad roleplaying.
~J |
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#16
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
there are no general penalties for changing alignment in 3e. certain classes--barbarians, paladins, monks, druids, etc.--lose class abilities if they change alignment.
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#17
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 11-December 02 From: The other end of your computer screen Member No.: 3,724 ![]() |
I've always thought that if you have alignment in a game that it should only affect chrisma. Not lowering or raising, but rather look at it this way.
For each alignment is a different charisma type. Your charisma is a gauge of how much charisma you have of your particalular alignment. So, becoming a bastard and having a high charisma makes you real good at being a bastard. |
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#18
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,362 Joined: 3-October 03 From: Poway, San Diego County, CA, USA Member No.: 5,676 ![]() |
He's basicly admitted that rather than considering whether rules are good, he just comes up with post-hoc justifications for bad ones.
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#19
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 11-December 02 From: The other end of your computer screen Member No.: 3,724 ![]() |
*nods*
and proceeds to say that it's wrong to justify rules. :grinbig: |
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