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Community
General Tabletop Discussion
*Dungeons & Dragons
'daily' Powers/leveling breaking immersion?
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<blockquote data-quote="iserith" data-source="post: 8012198" data-attributes="member: 97077"><p>That's one conclusion a character can draw. Another conclusion might be "We've been lucky so far, and I don't want our luck to run out."</p><p></p><p></p><p></p><p>As with many such discussions, I feel like the disconnect is not in the mechanics, but rather the ability of the player to successfully combine thinking about the game with how the character might think or act in a way that makes sense in context. This is a skill that can be learned and improved by doing it. The first step toward doing so in my view is recognizing that it is unlikely that there is only one conclusion a character might draw about a particular situation.</p><p></p><p>In Friday's game, I was playing my zealot barbarian, Real Zeal Holyfield. He took a significant beating - down to 3 hit points and only 1 rage left. It wasn't prudent to take a short rest due to looming threats and our ability to heal with magic as a party is limited. So, we pressed on. A battle broke out with some vrocks. I was faced with a choice: Rage and get knocked out pretty quickly, thereby losing the rage, or go in without raging, figuring that when I did go down, I'd be hit with healing word to bring me back up no worse for wear so I could reserve the rage for any fights after our short rest (whenever that would be). And so I looked for useful fictional context. Rather than fly into a rage, Real Zeal decided to instead front-line it with 3 hit points, scoffing at the vrocks - a few of which he had beaten handily in previous sessions - since he knew he could defeat them without drawing upon the zealous rage he used in previous battles.</p></blockquote><p></p>
[QUOTE="iserith, post: 8012198, member: 97077"] That's one conclusion a character can draw. Another conclusion might be "We've been lucky so far, and I don't want our luck to run out." As with many such discussions, I feel like the disconnect is not in the mechanics, but rather the ability of the player to successfully combine thinking about the game with how the character might think or act in a way that makes sense in context. This is a skill that can be learned and improved by doing it. The first step toward doing so in my view is recognizing that it is unlikely that there is only one conclusion a character might draw about a particular situation. In Friday's game, I was playing my zealot barbarian, Real Zeal Holyfield. He took a significant beating - down to 3 hit points and only 1 rage left. It wasn't prudent to take a short rest due to looming threats and our ability to heal with magic as a party is limited. So, we pressed on. A battle broke out with some vrocks. I was faced with a choice: Rage and get knocked out pretty quickly, thereby losing the rage, or go in without raging, figuring that when I did go down, I'd be hit with healing word to bring me back up no worse for wear so I could reserve the rage for any fights after our short rest (whenever that would be). And so I looked for useful fictional context. Rather than fly into a rage, Real Zeal decided to instead front-line it with 3 hit points, scoffing at the vrocks - a few of which he had beaten handily in previous sessions - since he knew he could defeat them without drawing upon the zealous rage he used in previous battles. [/QUOTE]
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