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Critical Hits Appears to be Next in D&D Archive
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<blockquote data-quote="StarFyre" data-source="post: 3977032" data-attributes="member: 26055"><p><strong>hmm</strong></p><p></p><p>To Dragonblade:</p><p></p><p>I don't think statement is true at all. My players, have alwasy dealt with rust monsters intelligently, taking advantage of what they can do. </p><p></p><p>As well, if they feel they will face undead, they research within the game, and equip, etc. They try to be prepared.</p><p></p><p>That, along with how I think some creatures SHOULD have abilities that can drain your soul, etc and thus weaken you (represented by level drain for instance), which is also prevalent in myths, etc...I think this all boils down to the hack and slash style of gameplay or more mature, RP heavier groups where battles are not as frequent unless caused by the players.</p><p></p><p>In the former, everything should be defeatable in such a way that players are not hindered in long run so that they can keep using their powers, etc. In the latter, the game world/design is much harsher, but experienced players can deal with it and enjoy it's scope/detail.</p><p></p><p>My players don't even mind if stuff like disjunction, etc occurs..to them, it makes sense that powerful casters SHOULD have powers like that; and they say the same thing to others who argue that.</p><p></p><p>I still think 4E and older editions, it all a matter between the modern video game rpg style of gamer vs the more hardcore RP style pnp. To attract new customers, they need to move to the former, instead of the latter.</p><p></p><p>Of course, you can run a campaign in the style of the latter if you wish regardless of rules, but rules are written for the majority. </p><p></p><p>Maybe my group is a rare bunch; they are shocked that level drain is removed in 4E and they are upset about it....they arent even the DM..hehe</p><p></p><p>What I do to my players; is I combine challenging enemies, powerful abilities that make sense for the creature/boss, etc, AND fully realized tactical environs, environmental effects, etc all into each encounter. Makes it alot more challenging..almost like a combat puzzle..do anything wrong, and say good night. </p><p></p><p>I think most parties wouldn't get past level 1 or 2 in my campaigns...hehe (my friends are at level 4/5 after about 2.5 years of play) -- we use a modified exp chart, not as slow as 2E but slower than 3.5E. </p><p></p><p></p><p>Sanjay</p></blockquote><p></p>
[QUOTE="StarFyre, post: 3977032, member: 26055"] [b]hmm[/b] To Dragonblade: I don't think statement is true at all. My players, have alwasy dealt with rust monsters intelligently, taking advantage of what they can do. As well, if they feel they will face undead, they research within the game, and equip, etc. They try to be prepared. That, along with how I think some creatures SHOULD have abilities that can drain your soul, etc and thus weaken you (represented by level drain for instance), which is also prevalent in myths, etc...I think this all boils down to the hack and slash style of gameplay or more mature, RP heavier groups where battles are not as frequent unless caused by the players. In the former, everything should be defeatable in such a way that players are not hindered in long run so that they can keep using their powers, etc. In the latter, the game world/design is much harsher, but experienced players can deal with it and enjoy it's scope/detail. My players don't even mind if stuff like disjunction, etc occurs..to them, it makes sense that powerful casters SHOULD have powers like that; and they say the same thing to others who argue that. I still think 4E and older editions, it all a matter between the modern video game rpg style of gamer vs the more hardcore RP style pnp. To attract new customers, they need to move to the former, instead of the latter. Of course, you can run a campaign in the style of the latter if you wish regardless of rules, but rules are written for the majority. Maybe my group is a rare bunch; they are shocked that level drain is removed in 4E and they are upset about it....they arent even the DM..hehe What I do to my players; is I combine challenging enemies, powerful abilities that make sense for the creature/boss, etc, AND fully realized tactical environs, environmental effects, etc all into each encounter. Makes it alot more challenging..almost like a combat puzzle..do anything wrong, and say good night. I think most parties wouldn't get past level 1 or 2 in my campaigns...hehe (my friends are at level 4/5 after about 2.5 years of play) -- we use a modified exp chart, not as slow as 2E but slower than 3.5E. Sanjay [/QUOTE]
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