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Realism vs. Believability and the Design of HPs, Powers and Other Things
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<blockquote data-quote="Gorgoroth" data-source="post: 5895423" data-attributes="member: 6674889"><p><strong>probably the leader role</strong></p><p></p><p>We had an NPC cleric for a couple levels, and never thought he saved the party, so we got rid of him. We had a killswitch in who was played by a former canadian navy paratrooper and it made such an insanely huge difference, and was very much appreciated, but it only further reinforced the idea that the DM was massively outgunned by the PCs in terms of difficulty. Perhaps this was our DMs problem in not making ECL + 5 battles for us to challenge us, but I mean, a few lucky rolls here and there should have at least killed us once or twice. Never did. We didn't once have to bring a character's body back to town to pray or chant his mantra and ask the high level church gods to raise his body in exchange for fulfilling some quest to rid the world of undead or whatever.</p><p></p><p>This is what D&D has always meant : risk of death, but appreciating great rewards. The only time I saw a PC die was when he was bored with his character in a one-off session in a side-campaign and wanted to re-spec. Sure we had challenges, but the expected outcome shouldn't be success, it should be "whatever the gods/dice decide, given the odds and the resources/vs/challenge of the enemy". A lot of my critiques could be fixed by house rules, but the core ECL ratings of monster encounters was way too easy. I don't really remember any time except once when my paladin was out of surges where I ever worried about dying. I did a kiting/run and hide + marking strategy. </p><p></p><p>The only thing having a warlord in our party meant that we'd end encounters faster and wasted less resources, not that it meant we were in any less of a threat. </p><p></p><p>Unfortunately for any new rules in Mordenkainen's emporium relating to healing potions, I never tried anything from there, simply because every single 4e game that has been going on in various circles of gamers I know has died in favor of other game systems. I loved to play 4e as a player for the fun + tactics of it, but it felt like not D&D and I'm not the only one. Even then, PF is riddled with issues too, albeit it still works better overall. Balance be damned, we have two wizards and one alchemist and a bard in our current group, and have a great time doing really fun + creative things, both in and out of combat.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 5895423, member: 6674889"] [b]probably the leader role[/b] We had an NPC cleric for a couple levels, and never thought he saved the party, so we got rid of him. We had a killswitch in who was played by a former canadian navy paratrooper and it made such an insanely huge difference, and was very much appreciated, but it only further reinforced the idea that the DM was massively outgunned by the PCs in terms of difficulty. Perhaps this was our DMs problem in not making ECL + 5 battles for us to challenge us, but I mean, a few lucky rolls here and there should have at least killed us once or twice. Never did. We didn't once have to bring a character's body back to town to pray or chant his mantra and ask the high level church gods to raise his body in exchange for fulfilling some quest to rid the world of undead or whatever. This is what D&D has always meant : risk of death, but appreciating great rewards. The only time I saw a PC die was when he was bored with his character in a one-off session in a side-campaign and wanted to re-spec. Sure we had challenges, but the expected outcome shouldn't be success, it should be "whatever the gods/dice decide, given the odds and the resources/vs/challenge of the enemy". A lot of my critiques could be fixed by house rules, but the core ECL ratings of monster encounters was way too easy. I don't really remember any time except once when my paladin was out of surges where I ever worried about dying. I did a kiting/run and hide + marking strategy. The only thing having a warlord in our party meant that we'd end encounters faster and wasted less resources, not that it meant we were in any less of a threat. Unfortunately for any new rules in Mordenkainen's emporium relating to healing potions, I never tried anything from there, simply because every single 4e game that has been going on in various circles of gamers I know has died in favor of other game systems. I loved to play 4e as a player for the fun + tactics of it, but it felt like not D&D and I'm not the only one. Even then, PF is riddled with issues too, albeit it still works better overall. Balance be damned, we have two wizards and one alchemist and a bard in our current group, and have a great time doing really fun + creative things, both in and out of combat. [/QUOTE]
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Realism vs. Believability and the Design of HPs, Powers and Other Things
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