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5e GMs - Why or Why Not Wandering Treasure?
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<blockquote data-quote="5ekyu" data-source="post: 7506291" data-attributes="member: 6919838"><p>Not sure why you chose to invent players auditing notes as a factor in my play. Must have some meaning to you i suppose. </p><p></p><p>Hp on the fly - nope. I frequently adjust hp at creation but not once action has begun.</p><p></p><p>The why is simple, to me, giving them more or less hp on the fly is little more than a procastinating flavor of "they drop when i want them to" npcs by fiat. It doesnt matter really in that case what the players do, what their characters do etc beyond "how do i as gm like it" since the enemies will fall or not by my choice not by game mechanics and the results of the players choices and characters action. </p><p></p><p>Games like that can be fun of course in the right crowd, but the best systems for those dont involve a lot of chargen nitty gritty that pretends to matter but really doesnt cuz when it matters, its what i want that hapoens - fall now, fall in 2 more turns.. Which do i like better... Thats it.</p><p></p><p>I have never seen players in a game with as much fiddly gritty combat bits as dnd who liked the "fall when gm likes" npc approach when discussing systems of play. "Why make me do all this work for a result of GM chooses?"</p><p></p><p>But suppose some do it seems.</p><p></p><p>Not my thing tho.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7506291, member: 6919838"] Not sure why you chose to invent players auditing notes as a factor in my play. Must have some meaning to you i suppose. Hp on the fly - nope. I frequently adjust hp at creation but not once action has begun. The why is simple, to me, giving them more or less hp on the fly is little more than a procastinating flavor of "they drop when i want them to" npcs by fiat. It doesnt matter really in that case what the players do, what their characters do etc beyond "how do i as gm like it" since the enemies will fall or not by my choice not by game mechanics and the results of the players choices and characters action. Games like that can be fun of course in the right crowd, but the best systems for those dont involve a lot of chargen nitty gritty that pretends to matter but really doesnt cuz when it matters, its what i want that hapoens - fall now, fall in 2 more turns.. Which do i like better... Thats it. I have never seen players in a game with as much fiddly gritty combat bits as dnd who liked the "fall when gm likes" npc approach when discussing systems of play. "Why make me do all this work for a result of GM chooses?" But suppose some do it seems. Not my thing tho. [/QUOTE]
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5e GMs - Why or Why Not Wandering Treasure?
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