Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Alternate thought - rule of cool is bad for gaming
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="tetrasodium" data-source="post: 9396754" data-attributes="member: 93670"><p>There are two solutions to an impending TPK like the one described. Even a TPK caused by freak bad luck is rarely a thing that just happens in an instant with no chance to react<em> -UNLESS-</em> the party was being reckless in the overestimation of their reserves (hp/spell slots/ ability charges/consumable magic items/etc). That TPK usually comes in the form of a slow moving trainwreck that just keeps rolling without anyone stopping to reconsider the current course of things & take action accordingly.</p><p></p><p>As such, even a TPK caused by freak bad luck often indicates that the players were not reserving or failing to <em>effectively</em> deploy any hail Mary cards that should have been ready to go when things started to go sideways. Other times they are so poor at judging risk that they chose to continue as if nothing was at stake even when it should have been obvious that running away was the sane choice as Lanefan implied.</p><p></p><p>Even in a case where the monsters <em>are</em> faster than PCs who are being chased it still falls to the players to <em>effectively</em> run away by using their skills spells abilities & consumable resources. By doing that the players can make chasing them hard enough to get away or make not chasing them the more attractive option. "I move 30 feet & use my action to dash for another 30 feet" is rarely the only tool that players have at their disposal & shoud absolutely not be considered the case</p><p></p><p>As a GM it's incredibly frustrating to hand players what should have been a "<em>break glass in case of emergency</em>" type thing only to have them either use it as a normal thing (ie 5e's stupidly recharging wands) or continue to the death without ever scouring their inventory for doodads that could help the party steer the ship. Recognizing such needs & keeping tools in reserve for the possibility however requires a system where players feel those sorts of risks are even a plausible possibility, 5e has paradoxically poisoned that very well by ensuring that players consider it an implausible possibility.</p><p></p><p>* There's nothing wrong with it either</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9396754, member: 93670"] There are two solutions to an impending TPK like the one described. Even a TPK caused by freak bad luck is rarely a thing that just happens in an instant with no chance to react[I] -UNLESS-[/I] the party was being reckless in the overestimation of their reserves (hp/spell slots/ ability charges/consumable magic items/etc). That TPK usually comes in the form of a slow moving trainwreck that just keeps rolling without anyone stopping to reconsider the current course of things & take action accordingly. As such, even a TPK caused by freak bad luck often indicates that the players were not reserving or failing to [I]effectively[/I] deploy any hail Mary cards that should have been ready to go when things started to go sideways. Other times they are so poor at judging risk that they chose to continue as if nothing was at stake even when it should have been obvious that running away was the sane choice as Lanefan implied. Even in a case where the monsters [I]are[/I] faster than PCs who are being chased it still falls to the players to [I]effectively[/I] run away by using their skills spells abilities & consumable resources. By doing that the players can make chasing them hard enough to get away or make not chasing them the more attractive option. "I move 30 feet & use my action to dash for another 30 feet" is rarely the only tool that players have at their disposal & shoud absolutely not be considered the case As a GM it's incredibly frustrating to hand players what should have been a "[I]break glass in case of emergency[/I]" type thing only to have them either use it as a normal thing (ie 5e's stupidly recharging wands) or continue to the death without ever scouring their inventory for doodads that could help the party steer the ship. Recognizing such needs & keeping tools in reserve for the possibility however requires a system where players feel those sorts of risks are even a plausible possibility, 5e has paradoxically poisoned that very well by ensuring that players consider it an implausible possibility. * There's nothing wrong with it either [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Alternate thought - rule of cool is bad for gaming
Top