11 Comments

Conversely, my first tabletop RPG I bought was AEon Trinity. I didn't know squat about roleplaying mechanics and I remember being mystified that I had to wait a week between sessions for my character to heal. Didn't understand the GM could handwave time passing.

Having an older player to teach me would have been a good place to start!

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In the search for “fun,” “realism” is a trap.

In a “realistic” game set in the “swords-are-still-relevant stage of technology,” you’re either playing a mounted archer, or you’re bringing everyone else down. Most of the game will be spent on weapon and armor maintenance, so hope you’re down for some hot, rust-fighting action! Also basically any damage would call for a “roll for lethal infection” mechanic, which would also be called for at basically every turn because ancient hygiene was a horror story all its own.

For all the memes, no one fired up Oregon Trail thinking, “oh boy! I can’t wait to die of dysentery!”

Combat where the most likely outcome is getting sent back to a lobby to wait for longer than you were actually playing is bad enough. Combat where the most likely outcome is seeing a character and all the time and investment put into them dissolve in the opening is far worse. Searching for “realism” can spark innovative design, sure, but realistic combat has been tried, studied, dissected, and left on the wayside because it isn’t conducive to a good time.

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I have an unsubstantiated opinion that the problem with good old "unrealistic" HP-based systems is mostly naming. It's sure strange that your character can fight with all his might right until he has 0 HP and then he dies. But anything else is mostly too cumbersome for any non-computer-assisted game, and too deadly even with assistance.

But the problem with "health points" is "health" part, not "points". Call them anything else - endurance, fatigue, dodge, initiative points, maybe, and you get a mentally different picture, especially for fencing (ranged weapons are another problem). If you don't actually cut your opponent, but tire him out, and then deliver actual wound (with possibly fatal consequences), this just reads more realistic (and you only have to roll for wound location and severity once or maybe twice, instead of bogging down the entire combat).

By now, of course, HPs used too universally to change the naming, and everyone has their own fiction to explain them, but many recent computer RPGs treat HPs as they were something else - restored fully or partially after every combat, and losing all of them causes actual lasting wounded condition (or death). However, that convention didn't make it back to tabletop, as far as I'm aware (at least no in most popular systems).

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Uncharted addresses this by giving Nathan Drake a “luck” meter instead of health, and I’m sure some more sci-fi/high-magic systems uses shielding without health.

That said, if you die in D&D 5e, you are saddled with a recovery period. I’m sure a DM could be more specific based on the nature of your death, but losing all your HP and dying isn’t something you can just shrug off, Raise Dead or no.

Still, this is honestly a whole lot preferable to the “you lose an entire freakin’ level” of 3e.

There are also optional lingering injury rules for this, for those situations where you lose all your HP but aren’t finished off. It can also be applied to instances of massive damage and the like. These are *optional* though, so if you/your players prefer the “1hp, still 100% functional” model, don’t use it. Honestly? It becomes a negative reinforcement loop if you use such a system. Once you start to lose, you’re going to continue to lose, which isn’t conducive to a good time. Which is, again, the problem with “realistic” combat systems.

All this said, on the matter of D&D specifics, I am not a DM, nor do I play one on TV.

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I've never heard of this one before. It sounds suitably insane, and of its time.

How many hundred little RPG and wargame systems must have been made in the times before desktop publishing?

I've got a couple of fat A5 stapled booklets that I still find utterly baffling, but more charming than eg. Space Opera.

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Fringeworthy actually got brought back into print 3 times over decades. It's a really neat setting, and while I make fun the game worked quite well.

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See also "Sword's Path: Glory" by Leading Edge Games, which came with a full binder of lovingly calculated tables to describe how you cut, stab, or crush your way into an opponent (or they through you) from nearly all possible angles and locations. Still a ton of fun back in the day. We MAY have judged "fun" differently...

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Take heart, the spirit of gloriously bad RPG art lives on.

https://basicfantasy.org/downloads/Basic-Fantasy-Field-Guide-1-r45.pdf

Lovely series of posts you've started, btw. Long may it continue.

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I’m rushing to finish BG3 so I can read your review without worrying about spoilers. :) Been looking forward to talking about that game for ages now.

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I have one more BG3 post to write someday, and it will be spoiler free. It'll be a few weeks tho.

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But they are bringing short rules back! All the Jeff Vogels of the world of indie tabletop RPGs are doing just that - tinkering in their garages and coming up with things that may look cheap, but are so joyful and fun that you can't help but love them. And some of them don't even look that cheap and get published as something called a paper book, with pictures and all! Look at Blood of Pangea, Outworlders, Cairn, Roguelands, the 2400 series, Into the Odd, In the Light of a Ghost Star, even D&D hacks like Microlite 20 or Searchers of the Unknown. Most of those available at itch.io or drivethrurpg.

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