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DMG's definition of "Deadly" is much less deadly than mine: Data Aggregation?
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<blockquote data-quote="I'm A Banana" data-source="post: 6704825" data-attributes="member: 2067"><p>The thing is, is that if they play as stupidly as possible, then they actually do come close to having a TPK. Or put another way: if you respond to the incentives by edging as close to a TPK as possible without going over through dumb play, <em>you still risked that TPK</em>, and the XP you'd earn reflects the actual damage done to your party, even if it was mostly self-inflicted. And you'd have to play pretty smart to know how dumb you could be without being so dumb that everyone dies. Since spending resources would be part of what raises the difficulty bar, a maximizing party would be incentivized to USE those resources, early and often, because the weaker they get, the more XP they earn. It encourages a bit of recklessness - you are rewarded for taking on a risk and not quite making it - that interestingly follows real-life learning, where you only learn more if you're pushed to the limit of what you can do. If the party of 4 goblins isn't pushing you to your limit...well...hand me that blindfold, I'll learn more that way. <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>Certainly not a fully-developed concept, though, just something I kind of like the vibe of, bouncing around up there.</p><p></p><p></p><p></p><p>Why would they be up in arms? They just had a Hard fight! Nobody died! That's a good thing! Yeah, they didn't learn as much from it as they might've if they came inches from death, but clearly they already know what they're doing, clearly. They don't need another level to handle these things! </p><p></p><p>Think of the bragging rights when they tackle Orcus at level 3 because they're <em>just that good</em>. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6704825, member: 2067"] The thing is, is that if they play as stupidly as possible, then they actually do come close to having a TPK. Or put another way: if you respond to the incentives by edging as close to a TPK as possible without going over through dumb play, [I]you still risked that TPK[/I], and the XP you'd earn reflects the actual damage done to your party, even if it was mostly self-inflicted. And you'd have to play pretty smart to know how dumb you could be without being so dumb that everyone dies. Since spending resources would be part of what raises the difficulty bar, a maximizing party would be incentivized to USE those resources, early and often, because the weaker they get, the more XP they earn. It encourages a bit of recklessness - you are rewarded for taking on a risk and not quite making it - that interestingly follows real-life learning, where you only learn more if you're pushed to the limit of what you can do. If the party of 4 goblins isn't pushing you to your limit...well...hand me that blindfold, I'll learn more that way. :) Certainly not a fully-developed concept, though, just something I kind of like the vibe of, bouncing around up there. Why would they be up in arms? They just had a Hard fight! Nobody died! That's a good thing! Yeah, they didn't learn as much from it as they might've if they came inches from death, but clearly they already know what they're doing, clearly. They don't need another level to handle these things! Think of the bragging rights when they tackle Orcus at level 3 because they're [I]just that good[/I]. :) [/QUOTE]
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DMG's definition of "Deadly" is much less deadly than mine: Data Aggregation?
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