Bottom Line, for me: Is that I don't want to have to look across the table at a player running a thief who asks me, "I'm trying to sneak around this place and not give any alarms. Why are the guards all of a sudden throwing 5 dice on Perception throws instead of their usual 2 dice?"
I can't look at the player with a serious face and say, "Well, Jazzen the Pirate built up a lot of Threat in our game two weeks ago when his character was trying to keep from drowning. Yeah, I know Jazzen drowned anyway, but the Threat is still in the Jar. I've got a lot of points to spend."
I don't think the player with the thief would appreciate me telling him that, either.
I don't understand why you're applying repetitive punitive measures to players who didn't generate the threat (i.e. "I've got a lot of points to spend"). There is apparently a rule in place that says you must spend these points? Or you're just being an asshat DM who is intentionally being obtuse?
I really don't like the idea that my players are focused on Threat Points and buttons in a jar--letting that guide their decisions to be cautious or not. In my book, a player focused on game rules is bad. What I strive for as a GM is a player who lives and breathes through his character--feeling what the character feels, tasting what he tastes.
In other words, I want characters focused on what's happening inside the game--not a meta-game rule mechanic.
While I was initially mostly in agreement with you, after thinking about it, I think the mechanic drives RP, not detracts from it, by allowing the players to gain advantage in areas where they want their character to be strong in story. Much more than a d20 system. I can say when I want my character to try to be heroic in excess of a normal dice roll. That's fantastic! My thief, who I want to RP as mechanically inclined beyond his level can buy dice on mechanical rolls to RP that story. My fighter has a companion carrying a torch, and if he can successfully heft and hurl a barrel of oil at his enemies we can ignite the spill and burn them all. I can buy dice to assist in facilitating that RP event. This is like an action movie!
Keep in mind the players are only staring at a jar full of buttons if they have taken numerous occasions to give their characters advantages previously. So why wouldn't they expect increased difficulty in the end if they were playing their characters in risky manner to begin with? I see this as balance, if the players are running around generating threat to gain advantages over obstacles, then why is the DM not spending the threat just as freely? I really don't think an official 48oz Conan button jar is going to be a required accessory for the game, so I still don't see how all these buttons are generated without also being freely spent by the DM.
What if the player wasn't an asshat? In my example above, why does the Thief have to pay for the Threat built up by the drowning Pirate from a previous session?
I don't know! Why do you keep insisting he must pay for it?
That he doesn't have to pay for it is my point, not yours. I don't understand why a DM would do the things you keep saying a DM would do, like repeatedly punishing players who aren't actually racking up threat. And I don't understand why a player would continually rack up threat at the expense of the group. These concepts make no sense to me and are player faults. Not mechanic faults.
Please answer these. Why would a DM do this to a player? Why would a player do this to their group?
What happens, as the game's session draws to a close, every player starts buying extra dice on task throws because they know the Threat will not carry over to the next session?
Uhhhhh.... the DM spends the threat the players just generated? I don't understand the question. More than likely though, (having not read the rules) I don't understand when the mechanic can be applied. I see it as:
Session:
Player 1: "I'm going to generate a bunch of dice to kill the boss. I hit. Massive damage"
DM: "I'm going to spend the threat you just generated to have the boss hit you back. I hit. Massive damage".
Am I missing something here?
OR
Player 1 buys dice and kills the boss.
DM uses threat to augment the difficulty of the trap on the bosses treasure chest.
OR
...countless other scenarios could apply here.
Players are smart. They figure out these things.
I know players are smart. That's my point. I keep asking you, why would a player continually and willingly generate a ton of threat knowing that the DM could in turn spend that threat to penalize that player, or the group? Players are smart, they wouldn't do this. That's my point!
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Here's how I address each of your concerns. I'm not saying they're right answers, I'm just saying this is how I address them:
You: The mechanic is too metagamey. Players looking at a jar full of buttons will change their behavior in the game to be more cautious. Or if there aren't any buttons will behave like asshats and just run around buying dice to kill all my monsters and take their stuff.
Me: Players have already changed the way they play the game when they generated all those buttons in the first place. Them being cautious now is a direct result of them being risky before. This is an even tradeoff. If you don't want the DM to have the tools to make your end encounter really difficult, then don't generate massive threat to begin with. Remember what you said, "Players are smart. They figure out these things." And I totally agree with that, which is why I don't think your arguments are that sound.
You: I'm the DM and I have lots of buttons. I must punish anyone but the player who generated them. Hard.
Me: Huh? Who does this? Your argument seems to suggest that players do nothing but run around buying dice, and that the DMs only recourse is to apply his threat in large amounts to the character(s) who aren't actually doing the damage in his encounter. This makes no sense.
Suggested actions:
- Use common sense. Why are you spending a jar full of threat on a player that didn't participate in generating it?
- Threat expires at end of session. Or simply a reasonable amount carries over. If players are intentionally gaming your encounter to generate massive threat at the end, then use common sense and carry that threat over... right?
- Threat can only be applied to the person who generated it.
- Don't let asshat players - who do nothing but make it hard on the rest of the team - play in your group
You: My character shouldn't be punished even unto death from the actions of another careless player.
Me: Huh? Who does this?
Suggested Action:
- Don't be or play with an asshat DM
You: I like to role play, not roll play
Me: Having the option for my player to attempt to act heroically when I want them to act heroically is RP to me. That's fantastic RP to me. What a dynamic concept to add to the game. Much more interesting than your standard difficulty rating and this plays extremely well into the Conan stories and I already gave some examples of that in my previous post.
You don't like the mechanic, and that's fine with me. I'm not trying to convince you otherwise. I can see the point of everything you've suggested, I just don't see how any of these are issues unless you're the DM and being a complete douche to your players, or you've allowed an asshat player in your group. Everything you've suggested, to me, is completely and totally mitigated by using common sense. And if you do need to apply a 'fix', nothing that has been suggested applies any further complication to management of the game.