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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Lanefan" data-source="post: 7463399" data-attributes="member: 29398"><p>Both of these take some time and concentration, I think. I haven't looked at 1e RAW for Monks in forever but I think the self-heal in particular takes a bit of time and isn't something done under duress.</p><p></p><p>I'm not a huge fan of this, personally. I'd rather see it that if the Barb takes any damage there's a risk she rages then and there, and if she goes below half h.p. it's automatic rage if she hasn't already gone off; but she can only rage a couple of times per day (at least an hour apart) in total because it's just too exhausting, and then can't rage again until she's had a good long overnight sleep.</p><p></p><p> ::shrug:: </p><p></p><p>Second wind isn't a mechanic I'd ever use anyway.</p><p></p><p>Agreed. Same goes for Clerics, Bards and Monks...and maybe Rangers and Paladins too, once they get to high enough level to start casting spells.</p><p></p><p>If one kind of sees xp as a form of memory, where you've taken in and processed your lived experiences into learning and knowledge and skill, then a level drain can be seen and even narrated as a memory-weakening or memory-loss effect; with the loss of knowledge and skills a direct corollary effect of this.</p><p></p><p>It's not the best rationalization, perhaps, but it's a try. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Dumb mechanic, that, as written. I'd handle it by changing it. A lot.</p><p></p><p>I think this is a bit harsh.</p><p></p><p>There's two ways a neophyte adventurer or party can learn these sort of things in character:</p><p></p><p>1. Spend an afternoon in the local pub with someone who's done some adventuring and get some tips and pointers.</p><p>2. Trial and error.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7463399, member: 29398"] Both of these take some time and concentration, I think. I haven't looked at 1e RAW for Monks in forever but I think the self-heal in particular takes a bit of time and isn't something done under duress. I'm not a huge fan of this, personally. I'd rather see it that if the Barb takes any damage there's a risk she rages then and there, and if she goes below half h.p. it's automatic rage if she hasn't already gone off; but she can only rage a couple of times per day (at least an hour apart) in total because it's just too exhausting, and then can't rage again until she's had a good long overnight sleep. ::shrug:: Second wind isn't a mechanic I'd ever use anyway. Agreed. Same goes for Clerics, Bards and Monks...and maybe Rangers and Paladins too, once they get to high enough level to start casting spells. If one kind of sees xp as a form of memory, where you've taken in and processed your lived experiences into learning and knowledge and skill, then a level drain can be seen and even narrated as a memory-weakening or memory-loss effect; with the loss of knowledge and skills a direct corollary effect of this. It's not the best rationalization, perhaps, but it's a try. :) Dumb mechanic, that, as written. I'd handle it by changing it. A lot. I think this is a bit harsh. There's two ways a neophyte adventurer or party can learn these sort of things in character: 1. Spend an afternoon in the local pub with someone who's done some adventuring and get some tips and pointers. 2. Trial and error. Lanefan [/QUOTE]
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