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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Lanefan" data-source="post: 7598883" data-attributes="member: 29398"><p>Ah, OK.</p><p></p><p>So a completely different setting as well, then, from the typical pseudo-medieval or pseudo-renaissance D&D. Got it.</p><p></p><p>Given this, then short missions being the basis of (most) play makes much more sense.</p><p></p><p>What is this thing you call "flee"? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Unless there's extenuating curcumstances it's easy to assume they swoop by and at least pick up their packs on the way out. Where it gets nasty is if the foe has a teleporting effect when it hits an opponent...but even then not all their gear is lost - they'd still have whatever they were wearing, and what they had in hand, and what they had in small containers e.g. belt pouches or scabbards. But it's still a headache for the characters.</p><p></p><p>One effect dropping gear does have is that if the dropped gear gets hit by an AoE effect its saves are "unattended" i.e. it doesn't get any bonuses that the owner might give it were it being carried.</p><p></p><p>Don't get me wrong, I'm not saying it's perfect. It just seems a little better than ignoring it all.</p><p></p><p>In a broad sense, I agree. The question then is one of granularity in detail.</p><p></p><p>IME that would be unusual. The home base might not be the same for every character, mind you, but most if not all characters have a base of some sort.</p><p></p><p>In my current campaign, for example, Decks of Many Things have turned up The Keep far more often than random chance would seem to dictate (particularly for one specific player who seems to get one every flippin' time!); thus parties have their choice of several small castles to use as a base (and each owning character obviously bases him/herself at his/her own keep); three of these castles that have been put quite close together have become something of a base for nearly all now.</p><p></p><p>Early on in the campaign, before Keeps started springing up like weeds, one character built a small inn and pub which became home base for loads of people for a while. One character - who oddly enough isn't even a Cleric - has made a particular temple her home base, and it's hundreds of miles away from where most other characters base themselves. </p><p></p><p>To keep the example simple I've been assuming this score was being done by a character acting alone. Once you get a whole party involved then yes, it would be possible to cover way more eventualities in either system simply by having different people carry different things: "Joe, you take the cracker tools. Cindy, you're on ropes. Bobbie, pitons and grapnels are yours. Pips, you're the bagman once we get in. I'll worry about lights and covers. Everyone got a weapon and face charcoal? Right, let's go!"</p><p></p><p>But yes, the character could decide to kill the dog - or try to - and risk a lot of noise; or could even try to tame or befriend the dog, again at some risk if the attempt fails.</p><p></p><p>Fair enough. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 7598883, member: 29398"] Ah, OK. So a completely different setting as well, then, from the typical pseudo-medieval or pseudo-renaissance D&D. Got it. Given this, then short missions being the basis of (most) play makes much more sense. What is this thing you call "flee"? :) Unless there's extenuating curcumstances it's easy to assume they swoop by and at least pick up their packs on the way out. Where it gets nasty is if the foe has a teleporting effect when it hits an opponent...but even then not all their gear is lost - they'd still have whatever they were wearing, and what they had in hand, and what they had in small containers e.g. belt pouches or scabbards. But it's still a headache for the characters. One effect dropping gear does have is that if the dropped gear gets hit by an AoE effect its saves are "unattended" i.e. it doesn't get any bonuses that the owner might give it were it being carried. Don't get me wrong, I'm not saying it's perfect. It just seems a little better than ignoring it all. In a broad sense, I agree. The question then is one of granularity in detail. IME that would be unusual. The home base might not be the same for every character, mind you, but most if not all characters have a base of some sort. In my current campaign, for example, Decks of Many Things have turned up The Keep far more often than random chance would seem to dictate (particularly for one specific player who seems to get one every flippin' time!); thus parties have their choice of several small castles to use as a base (and each owning character obviously bases him/herself at his/her own keep); three of these castles that have been put quite close together have become something of a base for nearly all now. Early on in the campaign, before Keeps started springing up like weeds, one character built a small inn and pub which became home base for loads of people for a while. One character - who oddly enough isn't even a Cleric - has made a particular temple her home base, and it's hundreds of miles away from where most other characters base themselves. To keep the example simple I've been assuming this score was being done by a character acting alone. Once you get a whole party involved then yes, it would be possible to cover way more eventualities in either system simply by having different people carry different things: "Joe, you take the cracker tools. Cindy, you're on ropes. Bobbie, pitons and grapnels are yours. Pips, you're the bagman once we get in. I'll worry about lights and covers. Everyone got a weapon and face charcoal? Right, let's go!" But yes, the character could decide to kill the dog - or try to - and risk a lot of noise; or could even try to tame or befriend the dog, again at some risk if the attempt fails. Fair enough. :) [/QUOTE]
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