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Alternate thought - rule of cool is bad for gaming
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<blockquote data-quote="Clint_L" data-source="post: 9389006" data-attributes="member: 7035894"><p>I like this better, as it should kill almost any character unless they are incredibly lucky. Which is what should happen after a 1500' fall, IMO. But we have a whole thread on the subject.</p><p></p><p>In the anecdote above the level 4 character was falling far enough that the impact would have killed him outright; making the acrobatics check meant that he was at 0 HP but they were able to rush over and revive him. To much celebration and glory.</p><p></p><p>I know there are differences of opinion on the lethality levels of D&D. In my games, I always want there to be a credible threat that your character could die. I find it makes the stories so much more exciting. Rule of cool if only a problem is it undermines that ever lurking danger. That character had a +1 acrobatics bonus, so they needed a 14 or higher to survive. Beating the odds made the moment way better; at our final session in June they were still talking about it. "Remember when..."</p><p></p><p>Maybe we should think of it as "roll of cool" rather than "rule of cool." Yeah, do crazy stuff! Think outside the box! But when the rubber hits the road, you're still gonna have to earn it.</p><p></p><p>There. I've mixed <em>all</em> the metaphors.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9389006, member: 7035894"] I like this better, as it should kill almost any character unless they are incredibly lucky. Which is what should happen after a 1500' fall, IMO. But we have a whole thread on the subject. In the anecdote above the level 4 character was falling far enough that the impact would have killed him outright; making the acrobatics check meant that he was at 0 HP but they were able to rush over and revive him. To much celebration and glory. I know there are differences of opinion on the lethality levels of D&D. In my games, I always want there to be a credible threat that your character could die. I find it makes the stories so much more exciting. Rule of cool if only a problem is it undermines that ever lurking danger. That character had a +1 acrobatics bonus, so they needed a 14 or higher to survive. Beating the odds made the moment way better; at our final session in June they were still talking about it. "Remember when..." Maybe we should think of it as "roll of cool" rather than "rule of cool." Yeah, do crazy stuff! Think outside the box! But when the rubber hits the road, you're still gonna have to earn it. There. I've mixed [I]all[/I] the metaphors. [/QUOTE]
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