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<blockquote data-quote="FrozenNorth" data-source="post: 9692422" data-attributes="member: 7020832"><p>Fortunately, you don’t need to take my word for it. This is what the book says:</p><p>p. 150</p><p>Success with Fear</p><p>Work together to describe the success, then introduce a complication or cost as a GM move - but don’t negate their success with this consequence. Maybe an adversary attacks them in response <em>or they mark a Stress from the toll it took to succeed</em>.</p><p></p><p>Failure with Hope</p><p>Describe how the PC fails to get what they want and how the situation goes wrong as a result by introducing a a minor complication or consequence as a GM move. Maybe they spot a new danger they must contend with, face an attack <em>or mark a Stress from the enemy they are engaged with</em>.</p><p></p><p>A couple of pages later in the GM moves section</p><p>Make a PC mark a Stress as a consequence for their actions</p><p><em>This is the perfect move when a PC succeeds with Fear and you’re not sure what other consequences apply</em>.</p><p></p><p>In addition, the Deeproot Defender, the Giant Scorpion and the Jagged Knife Lieutenant, to name only 3 Tier 1 adversaries, have attacks that force players to mark Stress.</p><p></p><p>So yes, players can choose not to use abilities that cost Stress and could very easily still need to mark Stress through failed rolls or enemy attacks.</p><p></p><p></p><p>It comes off pretty arrogant to jump to the conclusion that you alone know how to play a brand-new game to the point that anything to the contrary in the core rulebook itself is a « bad suggestion ».</p><p></p><p></p><p>The DM has several levers to pull to ensure an enjoyable game. If you don’t like attrition-based gameplay, that’s fine, but the fact is DH supports it. Personally, I find that because the GM had more tools to fine tune combat on the fly, including choosing to spend Fear or not, and choosing to make softer and harder moves, DH supports attrition-based gameplay better than 5e.</p><p></p><p></p><p>Your claim was that if a DM tried to play DH with multiple encounters to wear down the PCs, the PCs would get around it by only expending two of Armor/HP/Stress so the could get them back on short rests.</p><p></p><p>First, this ignores that even at first level, several classes have single session or single long rest powers that would also get used up. My later point was that pretty easily have the levers to hit all three resources, so a short rests wouldn’t be able to recover all resources.</p><p></p><p></p><p>Just because you couldn’t think of a way to do it doesn’t mean it’s impossible.</p><p></p><p>Here’s an example:</p><p>4 PCs.</p><p>They are at the entrance of a Wizard tower, with a stone statue on the side. The Bard attempts a Knowledge check to attune to the magic of the door to open it. Failure with Fear.</p><p>The GM decides the statue animâtes as a Tier 1 Solo construct.</p><p>The construction immediately uses its trample and overcharge ability, then attacks 1 for a big first round.</p><p>The first two PCs attack, both succeed with hope and each does Major damage. That’s 6 hp due to the Contruct’s passive feature.</p><p>The GM spends a Fear to interrupt than a second Fear to attack again.</p><p>Third PC attacks. Failure with Fear. GM attacks again.</p><p>Fourth PC attacks. Success with Fear. 2 damage.</p><p>GM attacks again. Spends another Fear to attack a 2nd time.</p><p>Any PC attacks. Failure with Hope.</p><p>Another PC attacks. Success with Fear. Construct explodes (took 9 damage).</p><p>1.5 PC rolls in that Encounter. 4 Fear generated. 3 Fear spent.</p><p></p><p>Not too hard to come up with 5 encounters (combat or not) that expend resources but are resolved quickly.</p><p></p><p></p><p>That’s a good thing. Combats aren’t the only encounters that drain resources. You can run an attrition based game just by throwing potentially encounters at the players and having them spend resources to avoid them.</p></blockquote><p></p>
[QUOTE="FrozenNorth, post: 9692422, member: 7020832"] Fortunately, you don’t need to take my word for it. This is what the book says: p. 150 Success with Fear Work together to describe the success, then introduce a complication or cost as a GM move - but don’t negate their success with this consequence. Maybe an adversary attacks them in response [I]or they mark a Stress from the toll it took to succeed[/I]. Failure with Hope Describe how the PC fails to get what they want and how the situation goes wrong as a result by introducing a a minor complication or consequence as a GM move. Maybe they spot a new danger they must contend with, face an attack [I]or mark a Stress from the enemy they are engaged with[/I]. A couple of pages later in the GM moves section Make a PC mark a Stress as a consequence for their actions [I]This is the perfect move when a PC succeeds with Fear and you’re not sure what other consequences apply[/I]. In addition, the Deeproot Defender, the Giant Scorpion and the Jagged Knife Lieutenant, to name only 3 Tier 1 adversaries, have attacks that force players to mark Stress. So yes, players can choose not to use abilities that cost Stress and could very easily still need to mark Stress through failed rolls or enemy attacks. It comes off pretty arrogant to jump to the conclusion that you alone know how to play a brand-new game to the point that anything to the contrary in the core rulebook itself is a « bad suggestion ». The DM has several levers to pull to ensure an enjoyable game. If you don’t like attrition-based gameplay, that’s fine, but the fact is DH supports it. Personally, I find that because the GM had more tools to fine tune combat on the fly, including choosing to spend Fear or not, and choosing to make softer and harder moves, DH supports attrition-based gameplay better than 5e. Your claim was that if a DM tried to play DH with multiple encounters to wear down the PCs, the PCs would get around it by only expending two of Armor/HP/Stress so the could get them back on short rests. First, this ignores that even at first level, several classes have single session or single long rest powers that would also get used up. My later point was that pretty easily have the levers to hit all three resources, so a short rests wouldn’t be able to recover all resources. Just because you couldn’t think of a way to do it doesn’t mean it’s impossible. Here’s an example: 4 PCs. They are at the entrance of a Wizard tower, with a stone statue on the side. The Bard attempts a Knowledge check to attune to the magic of the door to open it. Failure with Fear. The GM decides the statue animâtes as a Tier 1 Solo construct. The construction immediately uses its trample and overcharge ability, then attacks 1 for a big first round. The first two PCs attack, both succeed with hope and each does Major damage. That’s 6 hp due to the Contruct’s passive feature. The GM spends a Fear to interrupt than a second Fear to attack again. Third PC attacks. Failure with Fear. GM attacks again. Fourth PC attacks. Success with Fear. 2 damage. GM attacks again. Spends another Fear to attack a 2nd time. Any PC attacks. Failure with Hope. Another PC attacks. Success with Fear. Construct explodes (took 9 damage). 1.5 PC rolls in that Encounter. 4 Fear generated. 3 Fear spent. Not too hard to come up with 5 encounters (combat or not) that expend resources but are resolved quickly. That’s a good thing. Combats aren’t the only encounters that drain resources. You can run an attrition based game just by throwing potentially encounters at the players and having them spend resources to avoid them. [/QUOTE]
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