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General Tabletop Discussion
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Can DnD ever approximate the heroic literature?
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<blockquote data-quote="Frostmarrow" data-source="post: 110892" data-attributes="member: 1122"><p>I've always longed for a more Rainbow Sixish campaign. A campaign where more than one character knows how to move silently and climb walls. With 3ed, finally, my friends are beginning to learn and appreciate that approach. Needless to say, I love it. What I want more now is information gathering and slowly we are learning that too.</p><p></p><p>I think it's foolish to rush headlong into an unknown dungeon in search of treasure. I think the game is much more rewarding when the characters get to plan what to do and how to do it. Moreover I get more buck out of my bought modules since the players, during planning, makes use of whatever maps and other hand-outs are available.</p><p></p><p>The problem with dragons is that they must lose just as much as a goblin must. If the dragon or goblin wins you risk the entire campaign. I'm currently thinking about how to fix that. It seems all monsters and or NPCs are destined to die whithin seconds of the character's enter the stage. I want NPC to survive and develop. I want the PCs to socialize with the opposition and perhaps even celebrate christmas whith them.</p><p></p><p>Currently I'm thinking about developing humanity statistic which should have a detrimental effect on characters who kill a lot. Sort of like how real soldiers get messed up in their heads after seeing too much combat. When you kill you must pay a steep price. Perhaps the Sanity statistic of CoC d20 is what I'm looking for? The biggest problem about this is that I must make a list of all critters and how you'd feel about killing them cross-referenced with alignment and race. It's just too much, I'm afraid.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 110892, member: 1122"] I've always longed for a more Rainbow Sixish campaign. A campaign where more than one character knows how to move silently and climb walls. With 3ed, finally, my friends are beginning to learn and appreciate that approach. Needless to say, I love it. What I want more now is information gathering and slowly we are learning that too. I think it's foolish to rush headlong into an unknown dungeon in search of treasure. I think the game is much more rewarding when the characters get to plan what to do and how to do it. Moreover I get more buck out of my bought modules since the players, during planning, makes use of whatever maps and other hand-outs are available. The problem with dragons is that they must lose just as much as a goblin must. If the dragon or goblin wins you risk the entire campaign. I'm currently thinking about how to fix that. It seems all monsters and or NPCs are destined to die whithin seconds of the character's enter the stage. I want NPC to survive and develop. I want the PCs to socialize with the opposition and perhaps even celebrate christmas whith them. Currently I'm thinking about developing humanity statistic which should have a detrimental effect on characters who kill a lot. Sort of like how real soldiers get messed up in their heads after seeing too much combat. When you kill you must pay a steep price. Perhaps the Sanity statistic of CoC d20 is what I'm looking for? The biggest problem about this is that I must make a list of all critters and how you'd feel about killing them cross-referenced with alignment and race. It's just too much, I'm afraid. [/QUOTE]
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Can DnD ever approximate the heroic literature?
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