Community

 
Jump Menu:
Post Reply
Page 11 of 12  •  Prev 1 ... 7 8 9 10 11 12 Next
Switch to Forum Live View Improving Bounded Accuracy
5 months ago  ::  Jan 03, 2013 - 7:44AM #101
Lawolf
Date Joined: May 4, 2008
Posts: 4,202
Fire emblem is beautifully elegant in its design simplicity.

D&D was never about simplicity. It was about creating the most consulted complex system possible filled with various subsystems that never truly worked cohesively.

The only edition that tried to streamline things got shot down for not being "D&D".

Like it or not, we are stuck with a silly backwards little game.
Quick Reply
Cancel
5 months ago  ::  Jan 03, 2013 - 8:13AM #102
Miladoon
Date Joined: May 24, 2012
Posts: 1,534
Fire Emblem d20?

What kind of system do you use outside of combat?  I thought bounded accuracy covered any DC within the three pillars.

Quick Reply
Cancel
5 months ago  ::  Jan 03, 2013 - 12:49PM #103
powerroleplayer
Date Joined: Sep 25, 2009
Posts: 795

Jan 1, 2013 -- 2:15PM, Malph wrote:

Jan 1, 2013 -- 1:30PM, powerroleplayer wrote:

  Incidentally, "hit" requiring physical contact does not, in fact, result in everyone playing the black knight and walking around with a quiver of arrows imbedded in their chest, or finally succombing to a slow death by a thousand cuts.  Most non-heroes get extremely low HP because an arrow to the chest will kill you.  Heroes get more because their skill and luck allows them to turn arrows in the chest into grazes and knicks.  Those grazes and knicks then slow them down to the point where they can no longer dodge fast enough and they start getting more serious wounds - in exactly the same way that HP now goes from no contact-->knicks-->serious injury (just cutting off the first step).  But cutting off the first step makes the realism work a lot better, because we no longer have this huge mechanical cut off between "you have to expend resources to avoid getting hit" and "you don't have to expend resources to avoid getting hit" that has zero corresponding in-world cutoff, and because it becomes a lot easier to put your finger on a few resources that might actually be depleted by what just happened but wouldn't be depleted by a "miss."  I find that problematic, especially when you toss on other effects that make even less sense that they would have an effect on a hit that involves no contact.

The closest thing to HP actually making any kind of sense I've ever seen is this: http://www.thealexandrian.net/creations/misc/explaining-hit-points.html




You make a very decent argument.   Here's my best attempt at a retort 

Your argument seems to involve the following:

  • A "hit" must include some type of contact that causes damage, even if that damage is very minor (a scratch).
  • A "miss" means no contact was made, and therefore no damage was done whatsoever.
  • Therefore, even if contact results in a non-significant amount of hit-points lost, it cannot be described as causing no damage.


Why I think this is incorrect:
  • Your AC goes up when you wear heavy armor.
  • This directly implies that a "miss" on a roll can often be interpreted as hitting the charcter wearing the heavy armor, but the armor negates damage.  Plate mail makes your AC go up, but actually makes dodging/avoiding blows more difficult, so this is more then "implies", it directly correlates that a "miss" will often mean contact was made but did no (or insignificant) damage to the armor-wearer.
  • Therefore, a "miss" can sometimes be a hit, but cause no damage.
  • Ergo, a "hit" can work the same way.  Bob the Fighter has 348 hit-points; he's hit for 5 points of damage; in-game this is seen as bouncing off his armor, parried, or any other manner which cinematically/story-wise/descriptively does not cause physical damage. 

This is why I personally view both AC and Hit-points as representing defenses.
If things were done using your reasoning, than armor would have no affect on AC, and rather would function as "absorbing" damage done to you after you're hit.




Requiring that a hit involve physical contact does not in any way mean I have to require a miss to involve no physical contact.  I have zero problem saying that a blow that bounces off my armor is a miss even if I have a problem with saying that a blow that didn't touch me is a hit.  When the poisoned dagger bounces off my armor, it makes perfect sense that it doesn't poison me, even though it made physical contact.  It also makes perfect sense that it does not require me to use up HP.  It's even not stretching the english language to the breaking point to say that a blow the bounces off my armor "hit my armor" but "missed me."  When the poisoned dagger misses me in such a way that for no apparent reason it uses up HP, and it uses up more HP because it's poisoned, it does not make perfect sense, or bear any relation to the typical meaning of the word "hit."

As to Wrecan, evey single one of those points is either nonsense, non-secutor, or already addressed in the part of the post you aren't quoting, so I'm just going to bow out of this one and let you keep on ranting with the OP. 

Quick Reply
Cancel
5 months ago  ::  Jan 03, 2013 - 1:16PM #104
Rory
Date Joined: Jun 24, 2005
Posts: 1,069

Jan 3, 2013 -- 7:44AM, Lawolf wrote:

Fire emblem is beautifully elegant in its design simplicity. D&D was never about simplicity. It was about creating the most consulted complex system possible filled with various subsystems that never truly worked cohesively. The only edition that tried to streamline things got shot down for not being "D&D". Like it or not, we are stuck with a silly backwards little game.





Maybe I can be the mutation. I have some of the anti 4e genes yet I still want major change. 4e was rejected for a bunch of reasons; tradition was just a good part of it. 3e broke tradition when it allowed Dwarves to multiclass into hammer wielding sorcerer/ranger/rogues. Pathfinder cornered market share while keeping Dwarven sorcerer/ranger/rogue in the rules. Actually I should say Pathfinder restored Dwarven sorcerer/ranger/rogue since it was gone from 4e.


 


Whats the common criticism of 4e? If your answer has M&Ms and a donut you’ve been listening. Just mentioning it comes close to sparking an edition war but if you want to talk about 4e opening avenues for Paizo MMO and multiclassing ought to be in your first few paragraphs.  

  


The oddest change produced by my Fire Emblem compromise is the reduction of hp. If it was a complete port I would have replaced AC with Evade and Defense. Instead I kept AC and added damage reduction in armor and as a skill. Its not as much of a departure as it could be.

Jan 3, 2013 -- 8:13AM, Miladoon wrote:

Fire Emblem d20?

What kind of system do you use outside of combat?  I thought bounded accuracy covered any DC within the three pillars.





Im just using it in combat and not all of it. Emblem does a better job of mimicking real fighter styles. Fire Emblem measures speed along with the weight of the weapon, the ability to absorb damage independent of the ability to sustain damage, accuracy independent of damage, the ability to avoid damage without having so much hp that low damage isn’t a threat, he ability to administer critical damage and the ability to avoid critical damage. As a strategy game I guess its just more important that the units are different.

 If you siphon enough Fire Emblem principles into Next you end up with more diversity, more roleplaying potential, and strategy that doesn’t require maneuvers. You have high accuracy fighters, next to high damage fighters, next to high absorbing fighters, balanced fighters, expert ranged fighters in the mix with high hp and, and high crit fighters.   There is a lot of stuff to think about without maneuvers or magic, a lot more intensity with low hp.

Quick Reply
Cancel
5 months ago  ::  Jan 03, 2013 - 2:09PM #105
Cyber-Dave
  • I am a plot device.
Date Joined: Sep 20, 2004
Posts: 9,484
Wrecan, your posts in this thread are a pleasure to read.
Quick Reply
Cancel
5 months ago  ::  Jan 03, 2013 - 2:37PM #106
Malph
Date Joined: Aug 26, 2008
Posts: 280

Jan 3, 2013 -- 12:49PM, powerroleplayer wrote:

Requiring that a hit involve physical contact does not in any way mean I have to require a miss to involve no physical contact.  I have zero problem saying that a blow that bounces off my armor is a miss even if I have a problem with saying that a blow that didn't touch me is a hit.  When the poisoned dagger bounces off my armor, it makes perfect sense that it doesn't poison me, even though it made physical contact.  It also makes perfect sense that it does not require me to use up HP.  It's even not stretching the english language to the breaking point to say that a blow the bounces off my armor "hit my armor" but "missed me."  When the poisoned dagger misses me in such a way that for no apparent reason it uses up HP, and it uses up more HP because it's poisoned, it does not make perfect sense, or bear any relation to the typical meaning of the word "hit."




I understand your point.  And it makes sense.  I don't fault you for thinking how you do.  I think your main problem is trying to discern what is "actually happening" in combat by looking at only one element of an abstract system that requires two elements to make any sense (both hitting and damage), and that you view the mechanical terms of "hit" and "damage" as different then terms like "AC" or "saving throw".

The system is an abstraction, so how you describe what's actually happening is a permutation of that system after it resolves (both attack roll and damage) which does not need to follow a linear progression of actions each being described separately.  For instance, if you successfully "hit" an enemy, you can't describe how that hit looks til you roll damage; even then you can't describe it til you see what percent of total hit-points it consists of, and how many hit-points are left.
You should be viewing terms like hit, miss, and damage as pertaining to the mechanical system (the same way you do AC, saving throws, and hit-points).  Whether someone is "hit" or "damaged" in-game (i.e. what's actually happening/being described) is completely up to how the DM/players interpret the abstract system, not on the terms used for the mechanical system.

Regarding your bold quote:
This is precisely why missing AC can be described as either dodging a blow or getting your armor hit.  AC makes no differentiation between Dexterity or heavy armor causing it's increase, it simply increases.  It's up to you to decide how the AC is expressed in-game.  What makes you describe the dexterous thief as dodging, while the fighter in plate gets his armor whacked?  The system itself is making no differentiation between the two whatsoever.

Quick Reply
Cancel
5 months ago  ::  Jan 03, 2013 - 5:02PM #107
DavidArgall
Date Joined: Dec 5, 2007
Posts: 1,590

Jan 3, 2013 -- 1:16PM, Rory wrote:



. Emblem does a better job of mimicking real fighter styles. Fire Emblem measures speed along with the weight of the weapon, the ability to absorb damage independent of the ability to sustain damage, accuracy independent of damage, the ability to avoid damage without having so much hp that low damage isn’t a threat, he ability to administer critical damage and the ability to avoid critical damage. As a strategy game I guess its just more important that the units are different.

 If you siphon enough Fire Emblem principles into Next you end up with more diversity, more roleplaying potential, and strategy that doesn’t require maneuvers. You have high accuracy fighters, next to high damage fighters, next to high absorbing fighters, balanced fighters, expert ranged fighters in the mix with high hp and, and high crit fighters.   There is a lot of stuff to think about without maneuvers or magic, a lot more intensity with low hp.



    I'm not sure this is a good idea.  Time spent making stretogy is not time roleplaying.  Being a player, makin plans is fine with me, but 4e did increase player tactical choice drastically, and did poorly on the market.  While there are lots of players that like complex play, the possibility exists that 5e would do better with simple battle mechanics of the "I swing"-"You hit." level.

Quick Reply
Cancel
5 months ago  ::  Jan 03, 2013 - 5:04PM #108
Mand12
Date Joined: Jun 17, 2010
Posts: 16,931

Jan 3, 2013 -- 5:02PM, DavidArgall wrote:

Time spent making stretogy is not time roleplaying.


Yes it is.

Since when do you get to decide what is and is not roleplaying, anyway?

And again with the 'poor market performance' of 4e argument against whatever thing the person in question hates.  Guess what?  All three of the D&D editions prior to 4e 'failed' under that criteria, so we should just throw them all out.  Right?  No.

D&D Next = D&D:  Quantum Edition
Quick Reply
Cancel
5 months ago  ::  Jan 03, 2013 - 5:04PM #109
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,637

Jan 3, 2013 -- 12:49PM, powerroleplayer wrote:

 When the poisoned dagger misses me in such a way that for no apparent reason it uses up HP, and it uses up more HP because it's poisoned, it does not make perfect sense, or bear any relation to the typical meaning of the word "hit."  



It simply took more luck to assure some of that poison wasnt actually injected (... thats the term I am going with ). That drip of poison on your shirt sleeve has been hovering over an  open scratch you got earlier take ongoing hp loss.

 

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

Quick Reply
Cancel
5 months ago  ::  Jan 03, 2013 - 5:06PM #110
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,637

Jan 3, 2013 -- 5:04PM, Mand12 wrote:

Jan 3, 2013 -- 5:02PM, DavidArgall wrote:

Time spent making stretogy is not time roleplaying.


Yes it is.

Since when do you get to decide what is and is not roleplaying, anyway? 




That, and any choices made in the name of and intended to reflect that character... is roleplaying. 

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

Quick Reply
Cancel
Page 11 of 12  •  Prev 1 ... 7 8 9 10 11 12 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing