Re:Aztec monks with 1/55 HP no longer die when picking up or...
by mlyle on Sunday April 16, 2023 @12:52PM
(#35591704)
> however, as multiplication and division of positive numbers always gives a positive result.
Depends on what you do with subnormals and underflow, etc.
> There is no grand convention that all RPG games follow here
Computer RPGs have shown 0/812 for dead for ... forever.
> The players all know that fractional HP damage exists
I think most players will be confused. And for what, to make it "safe" doing floating point operations in the wrong order? (I doubt it's still safe, overall).
> I am likewise serious about Smaug; there is no way that combat makes any sense if Smaug has a large number of hitpoints or that any weapon at all can damage him.
Common mechanisms: an armor class that makes it hard to hit; a fixed amount of damage reduction so that a needle does nothing; a lot of hitpoints.
> and sensible internal organs;
It gets excessively complicated and annoying. Battletech is already excessively complicated, and doesn't go quite as far as you're advocating for here.
Depends on what you do with subnormals and underflow, etc.
> There is no grand convention that all RPG games follow here
Computer RPGs have shown 0/812 for dead for ... forever.
> The players all know that fractional HP damage exists
I think most players will be confused. And for what, to make it "safe" doing floating point operations in the wrong order? (I doubt it's still safe, overall).
> I am likewise serious about Smaug; there is no way that combat makes any sense if Smaug has a large number of hitpoints or that any weapon at all can damage him.
Common mechanisms: an armor class that makes it hard to hit; a fixed amount of damage reduction so that a needle does nothing; a lot of hitpoints.
> and sensible internal organs;
It gets excessively complicated and annoying. Battletech is already excessively complicated, and doesn't go quite as far as you're advocating for here.