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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="thuryl" data-source="post: 5807720" data-attributes="member: 6689005"><p>This is something I'm very interested in having as well.</p><p></p><p>As a GM, I want to be able to play to win without just making my players lose by default because I'm the GM. That means that I want limits on my power. I want there to be a hard-and-fast rule, not just a guideline, that says "this is as much adversity as you're allowed to throw at the players in a balanced encounter". That way, I can genuinely compete against the players: I can play as hard as I'm allowed to, and know that the players will still have a chance to win if they're better at the game than I am.</p><p></p><p>I want the rules to be set up so that if the GM and players are all playing expertly, the players lose about 50% of all the serious fights they get into.</p><p></p><p>As a player, I want there to be possible consequences to losing a fight besides "everyone dies". I want knowing when I'm going to lose a battle and deciding to lose it in the least catastrophic way possible by fleeing or surrendering instead of fighting to the death to be an important part of the game.</p><p></p><p>What I <em>don't</em> want is for considerations outside the scope of the immediate encounter, like the way I built my character or the number of arrows I'm carrying around, to have a major influence on how the encounter turns out. In principle, I'd be perfectly content if all possible player characters had an identical set of mechanical options, as long as how I choose to <em>use</em> those options in a fight influences its outcome.</p><p></p><p>No existing edition of D&D matches my preferences very well without significant modification, but in my experience, 4th edition requires less modification than others. My main gaming group plays a game that straddles the line between "heavily houseruled/simplified 4e" and "4e-inspired fantasy heartbreaker", and we've been actively trying to work it into something that satisfies most of the preferences I've described.</p></blockquote><p></p>
[QUOTE="thuryl, post: 5807720, member: 6689005"] This is something I'm very interested in having as well. As a GM, I want to be able to play to win without just making my players lose by default because I'm the GM. That means that I want limits on my power. I want there to be a hard-and-fast rule, not just a guideline, that says "this is as much adversity as you're allowed to throw at the players in a balanced encounter". That way, I can genuinely compete against the players: I can play as hard as I'm allowed to, and know that the players will still have a chance to win if they're better at the game than I am. I want the rules to be set up so that if the GM and players are all playing expertly, the players lose about 50% of all the serious fights they get into. As a player, I want there to be possible consequences to losing a fight besides "everyone dies". I want knowing when I'm going to lose a battle and deciding to lose it in the least catastrophic way possible by fleeing or surrendering instead of fighting to the death to be an important part of the game. What I [i]don't[/i] want is for considerations outside the scope of the immediate encounter, like the way I built my character or the number of arrows I'm carrying around, to have a major influence on how the encounter turns out. In principle, I'd be perfectly content if all possible player characters had an identical set of mechanical options, as long as how I choose to [i]use[/i] those options in a fight influences its outcome. No existing edition of D&D matches my preferences very well without significant modification, but in my experience, 4th edition requires less modification than others. My main gaming group plays a game that straddles the line between "heavily houseruled/simplified 4e" and "4e-inspired fantasy heartbreaker", and we've been actively trying to work it into something that satisfies most of the preferences I've described. [/QUOTE]
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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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