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<blockquote data-quote="Imaro" data-source="post: 9708064" data-attributes="member: 48965"><p>Advice is good... but without mechanical incentive to back it up it's not really going to be effective.</p><p></p><p></p><p></p><p>And yet if you watch AoU what it incentivized there was that taking the scar option was somehow lesser than risking it all... you see them pick risking it all not for narrative purposes but because the scar option feels cheap to the players... almost like a cheat.</p><p></p><p>I do wonder Why put risk it all in the game at all? It feels out of place to claim this is a narrative game where creating a satisfying story is paramount... but oh yeah if you want you can risk it all on a 50/50 roll...</p><p></p><p></p><p></p><p>I disagree here... if experiences didn't cost hope to use I might agree with this sentiment but because you are limited in the number you start with and each use of them requires a valuable metacurrency i would argue that they actually discourage what you claim above.</p><p></p><p>What they encourage IMO is making sure they are broadly useful and that they can when absolutely necessary supplement something else useful (like combat) or where you might have a weakness (low attribute as a character). In play their number/effect/cost all combine to deincentivize the type of play your claiming above. If I have a rogue in my party I could take "Ooooh, shiny" if I wanted but it's probably going to see little practical use and little benefit to the party as a whole.</p><p></p><p></p><p>Not sure how this incentivizes playing ones character In a non-tactical and non 5e like way. I'd definitely need a better explanation here before posting my thoughts. Doesn't 5e have a magical wheelchair? Again I agree DH has great advice but what are the mechanical incentivizers?</p><p></p><p></p><p>But im not talking advice... Im saying the game part of this game should incentivize the players to play a certain type of way through rewarding it implicitely or explicitly. What I see in DH is that most of the mechanics are tactical/strategic in nature and the main reward in the game (outside of XP) is, with a few exceptions, gained randomly. I think the biggest mechanical representation i see that speaks to what Im talking about is the bonus hope one can receive if you or an ally reveal part of your backstory during a rest... that is incentivizing a more narrative game through mechanics.</p><p></p><p>The problem, IMO, is DH gives a ton of advice but has surprisingly few of thes4 types of mechanics...</p></blockquote><p></p>
[QUOTE="Imaro, post: 9708064, member: 48965"] Advice is good... but without mechanical incentive to back it up it's not really going to be effective. And yet if you watch AoU what it incentivized there was that taking the scar option was somehow lesser than risking it all... you see them pick risking it all not for narrative purposes but because the scar option feels cheap to the players... almost like a cheat. I do wonder Why put risk it all in the game at all? It feels out of place to claim this is a narrative game where creating a satisfying story is paramount... but oh yeah if you want you can risk it all on a 50/50 roll... I disagree here... if experiences didn't cost hope to use I might agree with this sentiment but because you are limited in the number you start with and each use of them requires a valuable metacurrency i would argue that they actually discourage what you claim above. What they encourage IMO is making sure they are broadly useful and that they can when absolutely necessary supplement something else useful (like combat) or where you might have a weakness (low attribute as a character). In play their number/effect/cost all combine to deincentivize the type of play your claiming above. If I have a rogue in my party I could take "Ooooh, shiny" if I wanted but it's probably going to see little practical use and little benefit to the party as a whole. Not sure how this incentivizes playing ones character In a non-tactical and non 5e like way. I'd definitely need a better explanation here before posting my thoughts. Doesn't 5e have a magical wheelchair? Again I agree DH has great advice but what are the mechanical incentivizers? But im not talking advice... Im saying the game part of this game should incentivize the players to play a certain type of way through rewarding it implicitely or explicitly. What I see in DH is that most of the mechanics are tactical/strategic in nature and the main reward in the game (outside of XP) is, with a few exceptions, gained randomly. I think the biggest mechanical representation i see that speaks to what Im talking about is the bonus hope one can receive if you or an ally reveal part of your backstory during a rest... that is incentivizing a more narrative game through mechanics. The problem, IMO, is DH gives a ton of advice but has surprisingly few of thes4 types of mechanics... [/QUOTE]
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