Storminator
First Post
Good lord [MENTION=42582]pemerton[/MENTION], how can you have 10,000 posts with these sorts of essays?!
Also, I wish I could play in your games.
PS
Also, I wish I could play in your games.
PS
I don't see how this is significantly different from the fact that the paladin of the Raven Queen in my game cannot be dominated, nor driven from the battlefield in fear, because his loyalty to his mistress, and her trust in him, shield him from such consequences. (Marshall of Letherna epic destiny, Level 21: Sworn to Duty - "you are immune to charm effects and fear effects".)as the highest level character leveled up last session, some of the players were musing about whether the Champion could now survive the tsunami without actually running away. And I affirmed, that as maximum damage from just taking the tsunami to the face as it where was 9d6+15 damage, the Champion was now so beloved by Aravar that he just couldn't die in such a situation. Aravar would certainly protect him sufficiently that he'd end up with no more than just a few bruises and wet clothes.
Thanks, that's very kind of you to say so. I like the sound of your goblins game too!Also, I wish I could play in your games.
For some reason you don't believe me that my game is not like that.
No I haven't. Describing one as a gorge and the other as a stream isn't a mechanical differentiation. It's purely a difference of flavour.
This seems to explain some of the "accountancy" dimension to your conception of paragon play: if the PC is experiencing the stress of making the logistics of the army viable, then so must the player.
[the proxy is the thrill of gambling...
So I would also say that I don't think paragon or epic play in my preferred sense is easy in a short-term game, because it takes time to build up the intricacy of backstory that supports the proxy I have just outlined for the frustrations of rulership.
Sometimes it leads to over-long essays, I'll concede.
I hope not. Not as an indictment of anyone else, but because this is a creative hobby. If I'm doing something that's been done before, the way I see it, I'm doing it wrong. I try very hard to find new things to do.I wish I could see other folks' endgame play firsthand. Its very hard for me to believe that, thematics-wise, we are all far apart with respect to content.
I hope not. Not as an indictment of anyone else, but because this is a creative hobby. If I'm doing something that's been done before, the way I see it, I'm doing it wrong. I try very hard to find new things to do.
Well, that's because you made assertions about "the fight with Torog", and about it being the same as a heroic-tier dungeon crawl, and the only poster in this thread who has posted an example of a fight with Torog is me.You are of the mistaken opinion I think that my primary interest in this thread is proving something about your game.
Who is the we? Not someone who was introduced to RPGing via HeroQuest, or Marvel Heroic RP, or even Runequest (roll under Swim score compared to roll under Climb score).For example, we wouldn't expect to be able to swim the gorge despite having a swim skill that permits swimming, proving that there is indeed an ingame reality behind the flavor and therefore mechanical differentiation. When that expectation is subverted, because the mechanics of interacting with the two things prove to be the same or the differences are handwaved away in order to maintain consistent mechanics, then we can say it truly is only a difference in flavor.
D&D doesn't mechanically differentiate between fighting with a dagger or with a spear. (Contrast Burning Wheel, which does.) It barely differentiates between fighting with a dagger and fighting with a bow.when you say it is 'odd' that the mechanical process of play for resolving the mass combat between clashing armies should be different from the mechanical process of play for fording a stream, and imply that it is preferential that the two rely on the same subsystem, what I hear is that your fictional positioning is mere flavor with little or no meaningful mechanical differentiation.
These are just a couple of personal anecdotes and are straight usage of the mechanics for the system (which doesn't have a stand-alone, explicit domain management system). So. Is that a "contrived/vapid numbers treadmill", a legitimately different (and thematically evolving and stake-escalating) game from low level to epic, or something else? There is a an extreme amount of info that I've left out but I don't have the time, or urge, to type up a recap of the entirety of my campaign. I'm hopeful that those two are sufficient for a glimpse. I'm curious if you feel those anecdotes reinforce or are at odds with your accepted premises above.