- Location
- Mid-Atlantic
If you were familiar with my posting history you'd struggle to say this with a straight face. No, that's not what I'm getting at.This is not exactly contradicting my impression of explicit math being considered repulsive, shameful, unclean.
Missing the point.Your ATGM example is flawed, anyway, since it assumes a tank initially in perfect condition (rather than softened up by prior small-arms fire, terrain hazards, missed maintenance...), lack of options by which a gunner could add bonus damage, and generally the rules being so narrow - or the fictional situation so thoroughly defined - as to exclude any weird corner cases. Proving negatives is hard in any context complex enough to be interesting.
In principle, there are a thousand ways that a game can justify having had the tank take three points of damage, or whatever else, so that it can be blown up by a max-damage crit from the aforesaid bazooka rocket and actually destroyed.
The point is, that for purposes of telling a story, as distinct from the purpose of playing an RPG, trying to introduce the hit point and damage mechanics don't add anything. You're better off just having the narrative say that antitank rockets behave towards tanks more or less as they do in real life, where typically either they manage to punch through the armor and hit something that'll catch fire and cook off or otherwise wreck the tank, or they don't. A realistic sword fight in storytelling is not made better by mentally imagining (let alone explicitly declaring) that the combatants are steadily losing hit points, as opposed to the biomechanics of how a sword fight actually works and what a wound from a sword might realistically do to someone.
Game mechanics, while they can be useful inspiration for ideas and for telling stories, don't make things better when ported into the stories themselves. Not because math is icky, but because artificial rules created to enable us to model quasi-realistic situations in a manner that is entertaining to play on a tabletop, CRPG, or other such setting... Those rules do not provide good guidance for those who are trying to tell stories in other frameworks. It's like bringing mosquito netting on your submarine. Helpful though it is in other situations, it's not going to help much with the things you're trying to accomplish here in this new situation.
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