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Challenging Combat?
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<blockquote data-quote="I'm A Banana" data-source="post: 5229416" data-attributes="member: 2067"><p>Aha! This is what the challenge does -- it risks ending the campaign!</p><p></p><p>Which makes me think about how I'm doing FFZ a bit. It's more narrative, so PC's don't really have "permanent death" (instead, the PC's can fail, and have to deal with the consequences of their failure, like a lot of other posters are talking about). So one way or the other, they're getting to the End. It's just a matter of how likely that End is to have a positive outcome for them....hmm...</p><p></p><p></p><p></p><p>This is kind of the problem in a nutshell.</p><p></p><p>There's already a method in FFZ for dealing with goals, and failure, and PC's not dying. A lot of more modern games have this, too: they say "the game will go on, regardless of the success or failure of the party, failure will suck for other reasons."</p><p></p><p>But with that in place, I still want success and failure in combat to actually matter.</p><p></p><p>And for that, I have to figure out: how likely should failure be? What should be the (in-game, mechanical, not just narrative) consequences?</p><p></p><p>Maybe I can link it to the failure/success of the overall campaign. Each combat feeds into each adventure (you need to win a certain % to successfully get your adventure goals), and then each adventure feeds into the campaign (you need to get a certain % of the goals to get a "good ending").</p><p></p><p>Still leaves me a little hanging on how tough individual combats should be, but maybe we're a little closer...</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5229416, member: 2067"] Aha! This is what the challenge does -- it risks ending the campaign! Which makes me think about how I'm doing FFZ a bit. It's more narrative, so PC's don't really have "permanent death" (instead, the PC's can fail, and have to deal with the consequences of their failure, like a lot of other posters are talking about). So one way or the other, they're getting to the End. It's just a matter of how likely that End is to have a positive outcome for them....hmm... This is kind of the problem in a nutshell. There's already a method in FFZ for dealing with goals, and failure, and PC's not dying. A lot of more modern games have this, too: they say "the game will go on, regardless of the success or failure of the party, failure will suck for other reasons." But with that in place, I still want success and failure in combat to actually matter. And for that, I have to figure out: how likely should failure be? What should be the (in-game, mechanical, not just narrative) consequences? Maybe I can link it to the failure/success of the overall campaign. Each combat feeds into each adventure (you need to win a certain % to successfully get your adventure goals), and then each adventure feeds into the campaign (you need to get a certain % of the goals to get a "good ending"). Still leaves me a little hanging on how tough individual combats should be, but maybe we're a little closer... [/QUOTE]
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