What the heck is "Unfun"?

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wgreen said:
Or, they're just hand-waving the issue.

But the point is, this damaged the film versions verisimilitude (sp?) for many people.

Give it a good mechanic, so that it's not just the DM randomly screwing with the party, and I'm down with it.

"Dramatically appropriate moment" isn't random, is it? After all, handwaving in films is done to make the "mooks" easy while denying resources for the big bad. Same here. As soon as you face something that is CR > APL, your ammo runs out. :lol:
 

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Raven Crowking said:
But the point is, this damaged the film versions verisimilitude (sp?) for many people.
I can't imagine the sort of person that would be bugged by that. So, if he'd been depicted buying arrows in town from time to time, those people wouldn't freak out? What's the problem with just assuming it was too boring to show you?

Also, it does not damage verisimilitude. Once the above assumption is made, it's utterly realistic and involves absolutely no suspension of disbelief. At most, you have the archer swap quivers out every now and then during a long battle.

Raven Crowking said:
"Dramatically appropriate moment" isn't random, is it? After all, handwaving in films is done to make the "mooks" easy while denying resources for the big bad. Same here. As soon as you face something that is CR > APL, your ammo runs out. :lol:
It's not random, but it can be very poorly chosen. How about, when CR > APL, I make a check after a few rounds, and if I fail, I'm out of ammo? Or if the DM offers to give me a fate point in exchange for agreeing to this dramatic turn of events? I'd be okay with both of those, if done well.

-Will
 

Raven Crowking said:
Speaking of unfun, I can imagine the response to this new rule in 4.0: "Players do not need to track ammunition. However, the DM can have them run out of ammunition at any moment he deems suitably dramatic." That would certainly model action movies, but I'm betting it would go over like a lead balloon.

I don't know about 'lead balloon', since that's very similar to what we have done in 'cinematic' RPGs such as Spirit of the Century, Army of Darkness and Firefly .

Of course, how 'cinematic' D&D can and should be is another subject.
 

wgreen said:
What's the problem with just assuming it was too boring to show you?

(1) Legolas wasn't in town from time to time during the times when his Everful Quiver made its presence felt, so that assumption doesn't crop up. (2) Why would seeing Legolas scooping up arrows and firing them be boring?

Also, it does not damage verisimilitude. Once the above assumption is made, it's utterly realistic and involves absolutely no suspension of disbelief.

If the viewer watching the film feels it damages verisimilitude, then it does. I know many, many viewers for whom this is the case, as it is the case with Rambo's endless bullets.

It's not random, but it can be very poorly chosen. How about, when CR > APL, I make a check after a few rounds, and if I fail, I'm out of ammo? Or if the DM offers to give me a fate point in exchange for agreeing to this dramatic turn of events? I'd be okay with both of those, if done well.

So, you should never simply automatically run out of ammo because you didn't bring enough, nor should you ever simply run out of ammo because its dramatic. It has to be "dramatic + roll" or "dramatic + gimmee"? Sorry, but that isn't a system that I am interested in.

Wormwood said:
I don't know about 'lead balloon', since that's very similar to what we have done in 'cinematic' RPGs such as Spirit of the Century, Army of Darkness and Firefly .

Wormwood, meet wgreen.

Of course, how 'cinematic' D&D can and should be is another subject.

Indeed.


RC
 

helium3 said:
Well, actually you can't put arrows in a bag of holding. The 3.X specifically state you can't put anything in it that might pierce it. Talk about UNFUN!!

I suppose I should have been more specific. You put the arrows in a box. You basically have to do this. If you have four fights per day, at level 16, shooting around 6 arrows per round, you can expect to fight for at least 20 rounds. Even with salvage, you can expect to use up more arrows than you reasonably should be carrying on your back, even with a basic magical quiver.

Gallo22 said:
Time consuming for you maybe. Here's how we do it.

Archer: "Oh DM, I used up 13 arrows how many was I able to retrieve?"

I (being the DM) answer "you were able to retrieve 7, 2 can be repaired (see I'm letting my character use his knowledge skill to fix arrows in the "dungeon of no-arrows") and the other 4 are completely usless.

I'm glad you came up with a house rule to fix this flaw. Its a pretty good house rule! Maybe your house rule should be how the official rules work!

Raven Crowking said:
No....All you have to do is say to the DM "I scavenge whatever arrows I can find on the battlefield. How many do I get back?"

Same answer as to Gallo22.

Look, I'm glad you guys agree with me that the rules in this area are unnecessarily complex, and should be altered. I don't see why you think they should be the same in the rulebook and altered by DMs, though. This is a new edition. Its the perfect time to take the alterations DMs tend to make to the rules, examine them, and if they're quicker, more efficient, and accomplish largely the same thing, perhaps include them as the new official version.

SavageRobby said:
What seems to be missed is that the challenge isn't the die roll (thats not a challenge; thats luck). The challenge is in avoiding the need for the die roll in the first place.

Not always possible.

Speculation at this point in other threads seems to be that save or die effects will be tied to the condition track. That seems an entirely adequate way of handling things. Instead of risking instant death in the first round of combat, you risk instant death if you are unable to keep your hit points above the insta-kill threshold. Now you have a layer of protection, and most importantly, a layer of protection that's in your control. Now if you die, its because you accepted a risk, or you screwed up. That's fair.

Regarding death generally,

In my games, character death happens 1) when players screw up, 2) when players choose to accept extreme risks, and 3) in climactic battles. After every death, a player should be able to say something like the following:

1) "Uh, I guess climbing out on the slippery roof to chase the fleeing wizard wasn't such a great idea with all this armor on... So much for Reginald."
2) "GUYS! We totally could have taken that dragon if we'd followed through on the plan! If you go back, maybe you can cut enough of Reginald out of the dragon's stomach to resurrect. Guys? Guys!"
3) "Its ok. I held the pass long enough for the villagers to escape. Reginald goes to the gods with pride."
4) "Woah! That was some fight! We barely won, and Reginald didn't make it!"

The players SHOULDN'T be saying things like this:

1) "Stupid rogues. Stupid coup de gras while I'm asleep in my own home."
2) "Stupid petrification. Stupid medusas disguised as peasants."
3) "Stupid random encounters. Stupid x3 criticals that do all my hit points in one attack. I can't believe he confirmed that! He needed a 19!"

So how should the risk of death be maintained in ordinary encounters where the players haven't screwed up and haven't intentionally accepted unusual levels of risk? How should the dice just rolling badly for you be handled?

Easy. Instead of having the dice go against you all in one shot and killing your character, they go slow. Instead of "BOOM! HEADSHOT!" we'd have danger which looms over your character, forcing you to change your tactics. This already happens sometimes. Suppose a fight against a bunch of orcs is going worse than expected due to a few lucky criticals. The cleric responds by running through combat, taking some AoOs, and casting a powerful heal spell on the fighter. The wizard uses a powerful attack spell he would have otherwise saved for later. No one dies (unless they screw up and don't change their tactics), the risk of death is preserved, and players were forced to react to it.

But in order for players to do this sort of thing, they need tactical options. The fighter on his own can't do much in 3.5. Chances are he can't run away faster than his enemies can chase, and he has few tactical choices in combat that would let him alter his strategy to account for bad luck earlier in the fight. He has to just plunge onwards and hope for the best.

This is a place where rules updates can make things better. By giving the fighter choices, you can have the risk of death loom over him, and force him to alter his tactics out of fear. A "second wind" mechanic usable once per day is a simple way to do this, as could any "per day" ability. The Warblade from Tome of Battle can do this with a feat that lets him alter his maneuver choices. I'm sure more ideas could be found.

See? There are two ways to create the fear of death in an encounter. The first is to have previously taught the players that any battle bears the risk of BOOM! DEAD! The second is to menace the players with threats that let the players know that unless they react, they will die, and then follow through if they fail to react.

I prefer the second. I've played games that used the first, and those are ok for what they are. I went through a lot of characters, didn't get attached to any of them, but had an ok time. But when I want to play with a character I actually care about and develop, I need the second kind of game.

Its easy to turn the second kind of game into the first, simply by using more powerful monsters. You can't turn the first into the second without the rules support to do so.

Regarding player's rights versus DM's nobless oblige-

No rules change will alter this issue. I'm just willing to sympathize with both sides. I've run games where players have wanted to change things in ways I didn't like, "Its a Heroes of Battle war campaign between a human nation and a hobgoblin nation. Do you really have to play a gnome? What are you gaining from this?" and in campaigns where the changes were ones I could easily encompass "Ok, I suppose that explanation works for why a druid would enlist in the army." In both cases the decision was made based on mutual conversation, respect, strength of preference, and the availability of alternate games and players. No rule will, or can, change that, as this issue is fundamental to the social dynamics of gaming groups, not the rulebook.
 

Raven Crowking said:
Speaking of unfun, I can imagine the response to this new rule in 4.0: "Players do not need to track ammunition. However, the DM can have them run out of ammunition at any moment he deems suitably dramatic." That would certainly model action movies, but I'm betting it would go over like a lead balloon.

Or, put in the player's hands. Want an extra Action Point when you really need it? Take a setback -- you run out of arrows, your sword breaks, your horse steps in a gopher hole, whatever fits the circumstances.

Although I'd be more willing to make it an auto-success in exchance for a setback like that. Make it something worth thinking about.

"I really need to hit BBEG, oh Mighty DM. Fortunately, I've got just one arrow left to fire at him...."

I doubt that 4.0 will take that direction, but it would work.

Me, I think that I'll be using the "Raising The Flag" rules from the E6 thread for my next game, however 4.0 decides to handle mortality and/or action points.
 

Cadfan said:
Look, I'm glad you guys agree with me that the rules in this area are unnecessarily complex, and should be altered. I don't see why you think they should be the same in the rulebook and altered by DMs, though.

There is a big difference, IMHO, between saying "PCs should not have to keep track of ammo" and saying "the ammo recovery system could be better". If you say the first, I disagree. If you say the second, I agree.

RC
 

How about just the first time Legolas rolls a 1 on an attack roll during the course of the session -- unless he specifically mentions keeping his quiver full?

Since we're on the tangent of Legolas' Everfull Quiver anyway (in the movies, I mean), what about all those bags, bundles, and various bits of stuff the fellowship was carrying around? There's no reason some of those couldn't have been bundles of extra arrows, with Legolas refilling his quiver from those during "downtime". I mean, just because we didn't see Merry and Pippin eating constantly during the various scene wipes, we don't assume they didn't do it, right?

There wasn't that much time in the movies when the Aragorn/Gimli/Legolas trio were away from civilization ... they basically went from Rivendell to Moria, where they had two major fights (and Legolas used something like 20 arrows total), from Moria to Lothlorien (where he could refill), Lothlorien to Amon Hen (where again, he used something like 20 arrows), from Amon Hen to Edoras (where he could refill), from Edoras to the warg riders attack (20 arrows), from attack to Helm's Deep (where he could refill...), etc.

Point is, while it is amusing to point at Legolas always having six arrows in his quiver no matter how many he fires, it really isn't that big a deal. It's just petty fault-finding. Same with keeping track of ammo for PC's, most of the time. If the characters are stranded away from civilization long enough, the GM is certainly within their rights to say "Okay, you're starting to run low on ammo, rations, etc." But if they've just gone from town to the dungeon and back again, why waste precious time with such niggling concerns?

-The Gneech :cool:
 

Raven Crowking said:
(1) Legolas wasn't in town from time to time during the times when his Everful Quiver made its presence felt, so that assumption doesn't crop up. (2) Why would seeing Legolas scooping up arrows and firing them be boring?
(1) So he had extra arrows stowed elsewhere. Or he recovered a bunch after fights. Or he whittled the lousy things himself before going to sleep.

(2) Ask the choreographer. :)

Raven Crowking said:
If the viewer watching the film feels it damages verisimilitude, then it does. I know many, many viewers for whom this is the case, as it is the case with Rambo's endless bullets.
Can't please everyone, I guess.

Raven Crowking said:
So, you should never simply automatically run out of ammo because you didn't bring enough, nor should you ever simply run out of ammo because its dramatic. It has to be "dramatic + roll" or "dramatic + gimmee"? Sorry, but that isn't a system that I am interested in.
It's a game. You roll dice in games. Whassamatta? Also, I didn't say you shouldn't run out because it's dramatic, just that I'd want a fun mechanic associated with it, as well. Not just the DM declaring that it's a dramatic time to suddenly run out.

-Will
 

Rolzup said:
Or, put in the player's hands. Want an extra Action Point when you really need it? Take a setback -- you run out of arrows, your sword breaks, your horse steps in a gopher hole, whatever fits the circumstances.


I do this for my Dr Who game. Here are a couple of caveats though:

(1) Because a player can get an AP for taking a setback does not mean that setbacks do not occur without the player declaring them.

(2) The feel of Dr Who is very different from what I want from D&D.

In my D&D game, each player chooses a RP goal based on their character's personality. Each game in which you meet your goal, you gain 1 AP. This is a modification of the Demogogues & Dynasties personality feat rules, and it is something that I would recommend to anyone. The advantages are:

(a) Gaining APs is completely in the player's hands.

(b) Gives a benefit for RPing an otherwise imprudent course of action.

(c) Another dimension to party cooperation to meet goals.

(d) Decouples APs and level.

(e) Grants no more than 1 AP per session.

(f) encourages inter-party RPing.


RC
 

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