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General Tabletop Discussion
*Pathfinder & Starfinder
Design principles of healing - no mechanics allowed
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<blockquote data-quote="Tony Vargas" data-source="post: 5965073" data-attributes="member: 996"><p>There are concessions a game makes to be a good game that take it away from the genre it emulates, yes. In the fantasy genre, a climactic battle can quite legitimately include the permanent death of major characters or wrap up the story almost completely. </p><p></p><p>D&D, as a game that gets played in long, ongoing campaigns really stretches the genre, because it's rare for a hero to have such a long and eventful career. Beowulf, for instance, fought mundane battles, wrestled sea-serpents, killed Grendel and Grendel's Mother, ruled a kingdom, and fought a dragon. Except for ruling a kingdom, that's about a day's worth of 'encounters' for D&D. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Presumably, Beowulf had many more battles, and many more lesser fantastic encounters like he sea-serpent wrestling, that just didn't make the cut for his epic. Same is probably true comparing a D&D campaign to almost any modern fantasy series, for that matter, the story does't cover near so much combat as D&D, though it's possible a lot of such things are skipped or glossed over. </p><p></p><p>Even so, D&D is stretching the genre in going into so much combat in such detail, and by giving it's heroes such very long careers.</p><p></p><p></p><p>Agreed. It should also be able to handle frequent lesser battles punctuated by rare climactic battles, /and/ campaigns with many non-combat challenges punctuated by occasional combats (ranging from quickly silencing a guard or wrestling for possession of a critical item, to major climactic battles).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5965073, member: 996"] There are concessions a game makes to be a good game that take it away from the genre it emulates, yes. In the fantasy genre, a climactic battle can quite legitimately include the permanent death of major characters or wrap up the story almost completely. D&D, as a game that gets played in long, ongoing campaigns really stretches the genre, because it's rare for a hero to have such a long and eventful career. Beowulf, for instance, fought mundane battles, wrestled sea-serpents, killed Grendel and Grendel's Mother, ruled a kingdom, and fought a dragon. Except for ruling a kingdom, that's about a day's worth of 'encounters' for D&D. ;) Presumably, Beowulf had many more battles, and many more lesser fantastic encounters like he sea-serpent wrestling, that just didn't make the cut for his epic. Same is probably true comparing a D&D campaign to almost any modern fantasy series, for that matter, the story does't cover near so much combat as D&D, though it's possible a lot of such things are skipped or glossed over. Even so, D&D is stretching the genre in going into so much combat in such detail, and by giving it's heroes such very long careers. Agreed. It should also be able to handle frequent lesser battles punctuated by rare climactic battles, /and/ campaigns with many non-combat challenges punctuated by occasional combats (ranging from quickly silencing a guard or wrestling for possession of a critical item, to major climactic battles). [/QUOTE]
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Design principles of healing - no mechanics allowed
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