Vaalingrade
Legend
Without ever explaining what that means or how that affects the game.Because the guidelines are for an attrition game,
Without ever explaining what that means or how that affects the game.Because the guidelines are for an attrition game,
In some RPGs. Not in Classic Traveller. Or in some versions of RuneQuest. Or in some versions of Pendragon. Or in Wuthering Heights.In RPGs you decide your past.
In D&D, players get to decide whether or not their PCs are courageous. This is not a universal feature of RPGs - in Classic Traveller, for instance (published in 1977) there are moral rules that govern PCs (and the players who play them) identically to how they govern NPCs (and the GMs who play them). Burning Wheel is a more recent RPG that also has player/PC-affecting morale-type rules ("Steel").I, for one, see it as very much less realistic to do this via an expenditure than via a random roll.
Fate decides if you live or die (the random roll), not the player. Such a system would never work for me, personally.
<snip>
As long as the dice (combat rolls) indicate you continue to live, you get to make choices on what your PC does in their life. You don't get to decide if you get hit or not, what damage you take, if you make or fail a saving throw, etc. all the time. PCs can use features to hedge their bets, of course, but when it comes to death saves you are entirely in the hands of Fate.
except of course, when they fail a save against fearall characters (or at least the protagonists) get to choose how courageous they are,
D&D very much provides very little assistance with (b)(a) The majority of players are not interested in random, irrevocable, permanent death as a major, prominent consequence.
(b) They prefer other kinds of consequences: moral/ethical dilemmas, the gain or sacrifice of personal power/resources/tools, interpersonal relationships and their development over time, political or social stuff, etc. In large part, this is because whether those consequences are good, bad, or indifferent, the show goes on.
Sure. My point is about the actual fear that actual people in the real world sometimes experience.except of course, when they fail a save against fear![]()
I don't think three regular deadlies will be much of a challenge. You need to go double the normal deadly budget at least. I think it is problem that the game has no codified language to express these higher difficulty encounters. It took me quite a while to figure out that the normal encounter budgets are a joke and the CR is meaningless. Even as an experienced GM I would appreciate actually useful guidelines. Now I just throw whatever at the players and hope for the best. I will probably accidentally TPK them at some point.Exactly. One medium encounter won't challenge your group.
If you only give a group medium encounters, you should have them face around SEVEN of them. If you give them only deadly encounters, they should still face around THREE.
5e is and can only work as an attrition game. It will not as be satisfying when you play it the wrong way.
On the one hand, I can see where you're coming from.D&D very much provides very little assistance with (b)
It requires DM ingenuity to pull (b) off well enough, so that the consequences matter.
On the one hand, I can see where you're coming from.
On the other hand, I think it's very easy to exaggerate the problem. The original AD&D OA presents PCs as having loyalties - to their families, to their martial arts mentors, etc. These features of PC background make it easy enough to present players with situations where what is at stake for their PCs, and what they (the players) care about, is "moral/ethical dilemmas, the gain or sacrifice of personal power/resources/tools, interpersonal relationships and their development over time, political or social stuff, etc".
I think there are systemic reasons why engaging with that sort of stuff is often downplayed in the D&D-sphere of RPGing, but I think the reasons are more to do with received cultures and methods of play, rather than how hard D&D as such makes it. I mean, Ron Edwards has spoken about his thematically-laden 3E D&D play. It began with two PCs, a Half-Elf and a Half-Orc born of the same (human) mother, meeting at her funeral . . .
That's pretty much all of the problem, and that's why I am really sad they have (likely) not included variant rest rules in the new DMGAnd that difference, plus fairly short adventuring days (which, I understand, is part of the problem - I get that)
Maybe.On the one hand, I can see where you're coming from.
On the other hand, I think it's very easy to exaggerate the problem.
Bolded emphasis mine. Just to make sure I'm understanding you correctly, when you mean received cultures, you're meaning the playing table or friend circle cultures? i.e. real world culturesI think there are systemic reasons why engaging with that sort of stuff is often downplayed in the D&D-sphere of RPGing, but I think the reasons are more to do with received cultures and methods of play, rather than how hard D&D as such makes it. I mean, Ron Edwards has spoken about his thematically-laden 3E D&D play. It began with two PCs, a Half-Elf and a Half-Orc born of the same (human) mother, meeting at her funeral . . .