Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Decapitation and lethality in your game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Crimson Binome" data-source="post: 7566405" data-attributes="member: 6775031"><p>I can only speak for myself, but if you have a random chance of decapitation which ignores all of the normal metrics for survivability, then the game feels like more of a slot machine and less like something where my choices matter at all. Why should I care about having a good HEALTH score, or agonize over which potion to save and which one to drink, when there's a not-insignificant chance that the whole mechanic will be ignored outright? Choices should matter, and mechanics which bypass those choices can make those choices irrelevant.</p><p>I don't want the vulnerability factor to be even. I want it to scale with those variables which measure vulnerability. That's why we bother to track those things in the first place. If death and maiming are essentially random, because they ignore the relevant stats, then those stats shouldn't be in the game.</p><p></p><p>Then it's up to the game designer to balance such things. If you sacrifice speed and power and accuracy and evasion, all in the name of not dying instantly, then you're basically just a punching bag. A decent game designer should be able to make those trade-offs worthwhile.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7566405, member: 6775031"] I can only speak for myself, but if you have a random chance of decapitation which ignores all of the normal metrics for survivability, then the game feels like more of a slot machine and less like something where my choices matter at all. Why should I care about having a good HEALTH score, or agonize over which potion to save and which one to drink, when there's a not-insignificant chance that the whole mechanic will be ignored outright? Choices should matter, and mechanics which bypass those choices can make those choices irrelevant. I don't want the vulnerability factor to be even. I want it to scale with those variables which measure vulnerability. That's why we bother to track those things in the first place. If death and maiming are essentially random, because they ignore the relevant stats, then those stats shouldn't be in the game. Then it's up to the game designer to balance such things. If you sacrifice speed and power and accuracy and evasion, all in the name of not dying instantly, then you're basically just a punching bag. A decent game designer should be able to make those trade-offs worthwhile. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Decapitation and lethality in your game
Top