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5e, Heal Thyself! Is Healing Too Weak in D&D?
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<blockquote data-quote="Helldritch" data-source="post: 8618516" data-attributes="member: 6855114"><p>More or less. When the scales can tip one way or the other, you try to mitigate the "luck" aspect with sound tactical decisions. The "cinematic advantage" rule helps a lot in that. </p><p></p><p></p><p>Yep, but... you can have both. A very story focused game where combat becomes as important as the story. Role playing and Roll playing can be combined to make a whole greater than its parts. I have no less role playing in my games than any narrative games out there that I have seen. The difference is that once combat is initiated, it is as if the movie was put under a lens and the action begins. Sometimes, we can have two to three sessions where not a single combat occur while at other times, a string of combats can last two session and we have the whole gamut in between the two extremes. Some combats are very fast others can be slow depending on the stakes. Role playing is never let down in favour of combat though... </p><p></p><p>What my style does have a weakness however. It is that an adventure "path" might take longer to complete than in a traditional play method. Strahd took us almost a year and a half to complete while I know some DM that went through it in barely 6 months and we have the same session's length which is about 4 to 5 hours of play each week. It is also a very gritty style where low level characters can and will die if played recklessly. As the players are getting the hang of the gritty rules, the "death count" has dropped by quite a margin.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8618516, member: 6855114"] More or less. When the scales can tip one way or the other, you try to mitigate the "luck" aspect with sound tactical decisions. The "cinematic advantage" rule helps a lot in that. Yep, but... you can have both. A very story focused game where combat becomes as important as the story. Role playing and Roll playing can be combined to make a whole greater than its parts. I have no less role playing in my games than any narrative games out there that I have seen. The difference is that once combat is initiated, it is as if the movie was put under a lens and the action begins. Sometimes, we can have two to three sessions where not a single combat occur while at other times, a string of combats can last two session and we have the whole gamut in between the two extremes. Some combats are very fast others can be slow depending on the stakes. Role playing is never let down in favour of combat though... What my style does have a weakness however. It is that an adventure "path" might take longer to complete than in a traditional play method. Strahd took us almost a year and a half to complete while I know some DM that went through it in barely 6 months and we have the same session's length which is about 4 to 5 hours of play each week. It is also a very gritty style where low level characters can and will die if played recklessly. As the players are getting the hang of the gritty rules, the "death count" has dropped by quite a margin. [/QUOTE]
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5e, Heal Thyself! Is Healing Too Weak in D&D?
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