Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
When players matter / don't matter
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="N'raac" data-source="post: 6162260" data-attributes="member: 6681948"><p>It seems like your decisions in WoW matter - either you decide to use the most effective sequence of attacks or you decide not to. Whether you KO the monster before it KOs you, and how quickly, is determined by which sequence you choose. The difference seems to be the variety of potentially optimal or sub-optimal choices. As well, if you will likely win the combat regardless of your decision, and can quickly heal back up to full after, the consequences of your decisions was pretty limited.</p><p></p><p></p><p></p><p>It seems like you want to have a series of micro-actions to feel that your decisions matter. You choose which direction to go, whether to listen at the door, whether to check for traps, whether to attempt to disarm any trap you find, and whether to open the door having undertaken whichever of these steps you chose to take. Your party chooses whether to let the rogue disarm this trap or use a Find Traps spell, or use a spell that might augment the Rogue's abilities , such as Guidance or a stat buffer. You chose what equipment to purchase and use as well. Since you dedicates your wealth to a magical weapon, you didn't have the cash for Masterwork thieves' tools, so if you missed by 1 on your Disable Device (or failed by just enough to set the trap off), that decision has a substantial impact on the outcome.</p><p></p><p></p><p></p><p>You chose whether to Bluff the guard, use Diplomacy, or try to Intimidate him. How is that different from choosing between options in combat?</p><p></p><p></p><p></p><p>I've seen games that use multiple opposed skill checks, and/or opposed social combat. Combat has stakes going both ways. Maybe interaction needs to. That is, if you fail to Bluff the guard, perhaps that gives him the time to Intimidate you into going back to the Inn, rather than continuing to try to get past him.</p><p></p><p>Ultimately, you also make character design choices which impact how skilled you are in the "three pillars" and in sub-areas of each.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6162260, member: 6681948"] It seems like your decisions in WoW matter - either you decide to use the most effective sequence of attacks or you decide not to. Whether you KO the monster before it KOs you, and how quickly, is determined by which sequence you choose. The difference seems to be the variety of potentially optimal or sub-optimal choices. As well, if you will likely win the combat regardless of your decision, and can quickly heal back up to full after, the consequences of your decisions was pretty limited. It seems like you want to have a series of micro-actions to feel that your decisions matter. You choose which direction to go, whether to listen at the door, whether to check for traps, whether to attempt to disarm any trap you find, and whether to open the door having undertaken whichever of these steps you chose to take. Your party chooses whether to let the rogue disarm this trap or use a Find Traps spell, or use a spell that might augment the Rogue's abilities , such as Guidance or a stat buffer. You chose what equipment to purchase and use as well. Since you dedicates your wealth to a magical weapon, you didn't have the cash for Masterwork thieves' tools, so if you missed by 1 on your Disable Device (or failed by just enough to set the trap off), that decision has a substantial impact on the outcome. You chose whether to Bluff the guard, use Diplomacy, or try to Intimidate him. How is that different from choosing between options in combat? I've seen games that use multiple opposed skill checks, and/or opposed social combat. Combat has stakes going both ways. Maybe interaction needs to. That is, if you fail to Bluff the guard, perhaps that gives him the time to Intimidate you into going back to the Inn, rather than continuing to try to get past him. Ultimately, you also make character design choices which impact how skilled you are in the "three pillars" and in sub-areas of each. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
When players matter / don't matter
Top