thalmin said:Sorry to be the cause of arguments here. Maybe I should have waited until I had a chance to finish carefully reading the book. I guess my enthusiasm got the best of me.
It means the challenges presented and challenges accapted might not be identical to the ones applied in a gam,e where insta-healing was available.Felon said:That sounds good, but what does that actually mean?
Ok, first you start before the die rolls are failed... you start before it even gets to the characters when the GM chooses the challenges appropriate for the adventurers. Is the pair of guards going to be comprised of characters as good as the PCs or are they basic lackeys? In DND, hey, the answer might be "close to the level but not as well equipped" while in TW maybe the formula changes and they are several levels lower but still pose a threat, but not the slaughter you seem to be expecting.Felon said:After you hand out Darwin awards to the hack-n'-slashers, how do the brainy characters stay alive the first time someone fails a skill roll to sneak past a couple of guards, or the first that brainy character fails a Listen check for the guy creeping up on him? That stuff will happen all the time, even to smart characters.
No, but they might be playing characters who don't as readily accept a "fair fight" toe-to-toe slugfest as quickly as magic laden insta-cured DND guys do.Felon said:The only real foolproof smart move is to not engage in any internecine activities. Are characters playing the sort of adventurers who will opt to stay home and play bridge instead of engaging in almost-certainly-fatal skullduggery?
I have run a number of games where there wasn't insta-heal available, and it doesn't necessarily translate into PC body count as you seem to be believing it will. PC body count is more an element of the challenges chosen byb the Gm and choices made by the players.Felon said:Your post is dripping with blithe dismissal of some pretty significant issues. I suspect even if they opt to pick their fights wisely, sometimes the fight will be brought to them, no? How many times in a night do you think a DM can just shrug at the player of a freshly-dead character and tell him "hey, such is life in Sanctuary" before he earns a pop in the mouth? When a character dies, it doesn't just punish the character. It slows the game down big-time, and makes it pretty tough for a DM to create a cohesive campaign.
Felon said:That sounds good, but what does that actually mean? After you hand out Darwin awards to the hack-n'-slashers, how do the brainy characters stay alive the first time someone fails a skill roll to sneak past a couple of guards, or the first that brainy character fails a Listen check for the guy creeping up on him? That stuff will happen all the time, even to smart characters.
The only real foolproof smart move is to not engage in any internecine activities. Are characters playing the sort of adventurers who will opt to stay home and play bridge instead of engaging in almost-certainly-fatal skullduggery?
TROS said exactly this, if you go in a fight, have`n back up plan, for your next PC.Felon said:IMO there's nothing to disagree with here--we're talking pretty straightforward principles. Even Paranoia has a "send in the clones" rule, and WarHammer has fate points. People don't want to make up new characters after every little dust'em-up.
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(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.