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Mechanics that support what you want as a Player to feel like you matter
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<blockquote data-quote="Retreater" data-source="post: 9216380" data-attributes="member: 42040"><p>Session Zero/Campaign Planning</p><p>The players/GM establish the ideal length of the campaign and the ideal level reached. This should inform the XP advancement track for quicker or slower progression.</p><p></p><p>Combat-oriented</p><p>1) If your health is so low that a mook like a kobold can take you out of the combat with a single strike, you're probably too weak.</p><p>2) You can do cool things related to your character's role and abilities multiple times in a fight. (No "cast one spell and then rely on darts for the other 3.5 hours of play.)</p><p>3) No stunning, petrification, etc., that removes a character from play for an entire combat (or longer). [One round <em>might </em>be okay.]</p><p>4) Ideally, even if you miss, you contribute something. Damage on a miss (or half damage on a successful save). You make the enemy off-guard/flat-footed. You learn a key weakness. Etc.</p><p></p><p>Outside of combat</p><p>Your character's goals and motivations are incorporated into the story. While working towards those goals, you get a mechanical bonus to succeed. Even a failed roll elicits some minor success.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9216380, member: 42040"] Session Zero/Campaign Planning The players/GM establish the ideal length of the campaign and the ideal level reached. This should inform the XP advancement track for quicker or slower progression. Combat-oriented 1) If your health is so low that a mook like a kobold can take you out of the combat with a single strike, you're probably too weak. 2) You can do cool things related to your character's role and abilities multiple times in a fight. (No "cast one spell and then rely on darts for the other 3.5 hours of play.) 3) No stunning, petrification, etc., that removes a character from play for an entire combat (or longer). [One round [I]might [/I]be okay.] 4) Ideally, even if you miss, you contribute something. Damage on a miss (or half damage on a successful save). You make the enemy off-guard/flat-footed. You learn a key weakness. Etc. Outside of combat Your character's goals and motivations are incorporated into the story. While working towards those goals, you get a mechanical bonus to succeed. Even a failed roll elicits some minor success. [/QUOTE]
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