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Decapitation and lethality in your game
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<blockquote data-quote="Topramesk" data-source="post: 7566724" data-attributes="member: 79159"><p>As others said, it really depends on the game.</p><p>In <em>Against the Darkmaster</em>, we decided to make each blow potentially lethal or maiming for several reasons. First because we wanted to raise the stakes of combat. If in every combat there's a chance that your character will die or suffer a long-lasting injury, fighting is not a choice to be made lightly. It means that either you have no other options, or that you're really invested in the reason you are fighting for, and are ready to take a great risk for it.</p><p>In our opinion, this makes the PCs feel more "heroic", in the sense that they're ready to make heroic choices, literally risking life and limb to defend their ideals.</p><p></p><p>It may seem strange saying that a system that encourages you <u>not</u> to fight, unless there's something important at stake, makes the PCs feel heroic. But, if you think about it, in epic fantasy fiction heroes often try to avoid combat, if possible. In lotr, for example, the fellowship is more often running from foes than fighting them. </p><p></p><p>It's also a way of making fights memorable, plus power metal is one of our sources of inspiration, and cutting your enemy's head off with a single, mighty strike is definitely metal!</p><p></p><p>But, this work in our game because, as I've said, it fulfill certain premises. If I'm playing, say d&d 5e, it doesn't really bothers me that I'm not able to decapitate an orc with a single cut (well, vorpal blades aside), because that's simply not what that I seek in that game.</p></blockquote><p></p>
[QUOTE="Topramesk, post: 7566724, member: 79159"] As others said, it really depends on the game. In [I]Against the Darkmaster[/I], we decided to make each blow potentially lethal or maiming for several reasons. First because we wanted to raise the stakes of combat. If in every combat there's a chance that your character will die or suffer a long-lasting injury, fighting is not a choice to be made lightly. It means that either you have no other options, or that you're really invested in the reason you are fighting for, and are ready to take a great risk for it. In our opinion, this makes the PCs feel more "heroic", in the sense that they're ready to make heroic choices, literally risking life and limb to defend their ideals. It may seem strange saying that a system that encourages you [U]not[/U] to fight, unless there's something important at stake, makes the PCs feel heroic. But, if you think about it, in epic fantasy fiction heroes often try to avoid combat, if possible. In lotr, for example, the fellowship is more often running from foes than fighting them. It's also a way of making fights memorable, plus power metal is one of our sources of inspiration, and cutting your enemy's head off with a single, mighty strike is definitely metal! But, this work in our game because, as I've said, it fulfill certain premises. If I'm playing, say d&d 5e, it doesn't really bothers me that I'm not able to decapitate an orc with a single cut (well, vorpal blades aside), because that's simply not what that I seek in that game. [/QUOTE]
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