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    Would You Rather Maintain Campaign Theme or Win?

    This, because it's a role-playing game, and so role-playing survival instincts is something most players will want to do. It's not about "winning", it's about getting into the character's head.
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    Would You Rather Maintain Campaign Theme or Win?

    It's mildly unfortunate that the GURPS community tends not to do this--GMs should select which advantages and skills are available as part of setting development, adjust point costs to shape the genre ("in this setting, Magery costs 25 points per level instead of 10" to make magic more rare; "ST...
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    Would You Rather Maintain Campaign Theme or Win?

    This is why Dungeon Fantasy RPG (Powered By GURPS) is better for playing dungeons and dragons than GURPS is: because it deliberately removes non-genre-appropriate spells (like Teleport and Mana Stone) and abilities from player space[1]. (It also adds some neat monsters and is organized to be...
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    Would You Rather Maintain Campaign Theme or Win?

    I understand where you're coming from but I'm just answering the OP's question: to me, theme is only relevant at the metagame level. My gametime decisions would be made entirely in character, which means they'd be based on what best-accomplishes the character's goals (staying alive is a primary...
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    Why do RPGs have rules?

    I've had bad experiences with DMs who don't skip over enough. It can feel very frustrating, wandering around talking with NPCs but not finding anything interesting to do or interesting decisions to make. Or maybe I just want to spend 100 gp buying spell components for Find Familiar x2, so I...
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    D&D 5E (2024) Martial vs Caster: Removing the "Magical Dependencies" of high level.

    I didn't see any mention of level 1 in the post, but maybe it was upthread. In that case you're right, at level 1 you can't do both things unless you have some feature like PAM that gives you an extra attack.
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    D&D 5E (2024) Martial vs Caster: Removing the "Magical Dependencies" of high level.

    I wrote https://www.enworld.org/threads/martial-vs-caster-removing-the-magical-dependencies-of-high-level.698115/page-11#post-9040149 as quickly as I could, and I'm still game to talk about the OP. It's not my fault this thread exploded so quickly! Maybe we can take it back...
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    D&D 5E (2024) Martial vs Caster: Removing the "Magical Dependencies" of high level.

    In 5E, according to the PHB, this is just a regular Shove and then 5' of movement followed by an Extra Attack. Replace Shove with Shove Prone and it's been a standard part of the GWM PAM toolkit for... almost a decade now? "Using the Attack action, you can make a special melee attack to shove a...
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    D&D 5E (2024) Martial vs Caster: Removing the "Magical Dependencies" of high level.

    Hmmm. This sounds less like an argument that making mundane expertise work isn't feasible than like a couple of cautions to the GM or adventure designer: 1.) Make learning about monsters more interesting than just a die roll; and 2.) Make preparing countermeasures more than a matter of blind...
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    Why do RPGs have rules?

    If I didn't know you were arguing in good faith because of prior discourse, this question would give me pause and make me wonder about your motives, because the answer is part of the definition of C: C) unrelated remarkable events often happen if they go to the places where remarkable events...
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    Why do RPGs have rules?

    The existence of the Wild West might be remarkable, but it's something that happened to and among other people. Deciding to move to the Wild West isn't something that "happens to you". Proactive, not reactive. So clearly it cannot be A or B. B is both continual and related, and D is neither...
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    Why do RPGs have rules?

    This emphasis on "as long as it's grounded in the fiction" seems unremarkable to me except in contrast with systems like D&D 5E (and I think also 4E and maybe 3E, but not AD&D) that have a lot of abstract resources like Second Wind and Channel Divinity. In systems like GURPS, Shadowrun, AD&D...
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    Why do RPGs have rules?

    A) unrelated remarkable events continually happen to the same group of people all the time (your wording) B) related events continually happen to the same group of people all the time (also yours) C) unrelated remarkable events often happen if they go to the places where remarkable events...
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    D&D 5E (2024) Martial vs Caster: Removing the "Magical Dependencies" of high level.

    Come play Dungeon Fantasy RPG! Mundane flavor isn't inherently in tension with high effectiveness. I abandoned 5E for Dungeon Fantasy RPG (Powered By GURPS!) a while ago, and one of the awesome things about it is that warriors and wizards are both extremely attractive and fun to play. ("Knights...
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    Why do RPGs have rules?

    You're pushing a false dichotomy here (A vs. B but really there's a C) and using it to unilaterally discard realism as a concern, without agreement from @Maxperson or myself. All you're doing here is rendering yourself incapable of hearing what he or I is saying. You're jumping to incorrect...
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    D&D 5E (2024) Martial vs Caster: Removing the "Magical Dependencies" of high level.

    It made sense in Gygax's original cosmology where "pluses" were connected to planar travel: each plane you go through makes your items leave behind one "plus" until you come back through, and powerful planar creatures take a certain number of "pluses" to damage as basically a representation of...
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    Why do RPGs have rules?

    I would say that even if players are being proactive, if you're not skipping over uninteresting aspects of their lives it challenges willing suspension of disbelief for everything that they experience to be dramatically relevant. The zooming out or skipping over part (i.e. control of pacing) is...
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    D&D 5E (2024) Martial vs Caster: Removing the "Magical Dependencies" of high level.

    This reminds me somehow of the fact that folklore assigns various vulnerabilities and weakness to monsters which tend to get ignored in D&D 5E: vampires retain vestiges of these weaknesses (inability to cross running water, taking damage and temporarily losing regeneration while in sunlight) but...
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    Why do RPGs have rules?

    If I'm understanding your point correctly, the point in bold is key. I'll attempt to paraphrase, and you can tell me if I'm misunderstanding your point: "It's only unrealistic if you insist on playing out every minute of each character's life. If you instead skip over all of the irrelevant...
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