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<blockquote data-quote="ValhallaGH" data-source="post: 5742375" data-attributes="member: 41187"><p>I think a huge part of this problem is the way <em>you</em>, as the DM, are looking at the game. Sure, there are a few mechanical issues, but most of this stuff is simply how the DM approaches the game.</p><p></p><p>Darkness as a Threat: (Options) Remove sun rods from the game. Make them more expensive. Have them trigger null magic fields, traps, or alarms, turning them into a standard "kill me" sign. Give an incentive to your players for scrabbling around in the dimly lit and highly dangerous dungeons.</p><p>The current design reflects the simple fact that the vast majority of players don't think that stumbling around blind, only to be eaten by a grue, is fun. Finding a group that enjoys that style of game is a real challenge.</p><p></p><p>Non-Combat Traps: In addition to their innate danger, should be linked to various alarms and scouts. Why? So that the party can't just take five and be better.</p><p>The other use of such traps is to consume party resources, especially including Healing Surges. Three traps later, the party can only safely handle 1 fight - but they have to get through at least three before they can get to a place safe enough for an extended rest.</p><p></p><p>Random Encounters: They're just as viable as they've ever been. They simply aren't as supported as they were in 1980 - this is a function of writer laziness as much as anything else.</p><p></p><p>Power and Survival: If you want non-combat survival to be a serious threat then make them starve. Sure, they have a million platinum coins - but they can't eat platinum. The complete lack of food, and being on only a pint of water each, means that they are likely going to die of deprivation long before they can turn their wealth into supplies.</p><p>Then you can either hand-wave the challenge with a Survival check, or you can make them role play through the problem. Much like any other challenge in the game.</p><p></p><p>Style: Flashy power cards are just the expert sword-play of Fafhrd and the Grey Mouser. The powers come with pre-written flavor text, but you can easily rewrite that to fit the style and tone of the campaign you are running. Splash some mud and blood on them during the fight, mention the ache of their tired knees and the strain in the chest muscles, and you'll do a pretty good job of maintaining that Gritty style with any rule system.</p><p></p><p></p><p></p><p>Best of luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5742375, member: 41187"] I think a huge part of this problem is the way [i]you[/i], as the DM, are looking at the game. Sure, there are a few mechanical issues, but most of this stuff is simply how the DM approaches the game. Darkness as a Threat: (Options) Remove sun rods from the game. Make them more expensive. Have them trigger null magic fields, traps, or alarms, turning them into a standard "kill me" sign. Give an incentive to your players for scrabbling around in the dimly lit and highly dangerous dungeons. The current design reflects the simple fact that the vast majority of players don't think that stumbling around blind, only to be eaten by a grue, is fun. Finding a group that enjoys that style of game is a real challenge. Non-Combat Traps: In addition to their innate danger, should be linked to various alarms and scouts. Why? So that the party can't just take five and be better. The other use of such traps is to consume party resources, especially including Healing Surges. Three traps later, the party can only safely handle 1 fight - but they have to get through at least three before they can get to a place safe enough for an extended rest. Random Encounters: They're just as viable as they've ever been. They simply aren't as supported as they were in 1980 - this is a function of writer laziness as much as anything else. Power and Survival: If you want non-combat survival to be a serious threat then make them starve. Sure, they have a million platinum coins - but they can't eat platinum. The complete lack of food, and being on only a pint of water each, means that they are likely going to die of deprivation long before they can turn their wealth into supplies. Then you can either hand-wave the challenge with a Survival check, or you can make them role play through the problem. Much like any other challenge in the game. Style: Flashy power cards are just the expert sword-play of Fafhrd and the Grey Mouser. The powers come with pre-written flavor text, but you can easily rewrite that to fit the style and tone of the campaign you are running. Splash some mud and blood on them during the fight, mention the ache of their tired knees and the strain in the chest muscles, and you'll do a pretty good job of maintaining that Gritty style with any rule system. Best of luck. [/QUOTE]
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