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Consequence and Reward in RPGs
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<blockquote data-quote="prosfilaes" data-source="post: 7716574" data-attributes="member: 40166"><p>I don't see why. Why is hoping a goblin won't randomly roll to do two points of damage to you and kill you "real difficulty" and being faced with an overwhelming opponent that you can only defeat by through applying the right tools to him (and he was defeatable) not "real difficulty"? Whether it was good or not is independent of whether it was a difficult challenge of the player's skill.</p><p></p><p></p><p></p><p>The point remains; do you earn something through hard work, or through skill or luck? "If you work hard for something, you did more to earn it than if you don't work hard." If that's the issue at hand, how easy you can die is not nearly so relevant as how many goblins you have to kill to level up. Hard work is not luck, it's not skill, it's elbow grease. The guy who keeps a complete track of everything that goes on in the game and sends that out to the players and has every spell printed out and ready may easily be the hardest worker in the group, even if his caster keeps ending up standing right in front of the enemy and in the midst of every deadly trap.</p><p></p><p>You talk about rolling HP at first level, but that's anti-skill. If you want to reward the skilled players and punish the less skilled reliably, then they should all start off the same, or at least in some way fixed by player choices.</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 7716574, member: 40166"] I don't see why. Why is hoping a goblin won't randomly roll to do two points of damage to you and kill you "real difficulty" and being faced with an overwhelming opponent that you can only defeat by through applying the right tools to him (and he was defeatable) not "real difficulty"? Whether it was good or not is independent of whether it was a difficult challenge of the player's skill. The point remains; do you earn something through hard work, or through skill or luck? "If you work hard for something, you did more to earn it than if you don't work hard." If that's the issue at hand, how easy you can die is not nearly so relevant as how many goblins you have to kill to level up. Hard work is not luck, it's not skill, it's elbow grease. The guy who keeps a complete track of everything that goes on in the game and sends that out to the players and has every spell printed out and ready may easily be the hardest worker in the group, even if his caster keeps ending up standing right in front of the enemy and in the midst of every deadly trap. You talk about rolling HP at first level, but that's anti-skill. If you want to reward the skilled players and punish the less skilled reliably, then they should all start off the same, or at least in some way fixed by player choices. [/QUOTE]
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