Lanefan
Victoria Rules
Unfortunately that ship sailed before it was even finished being built.They could have just made the game modular like they talked about in NEXT.![]()

Unfortunately that ship sailed before it was even finished being built.They could have just made the game modular like they talked about in NEXT.![]()
Re the bolded: I'd posit that people do in fact want real life, only overlaid with fantastic elements like dragons and magic and four-sun worlds in order to make it a different (and maybe more enjoyable and certainly more interesting) version of real life than what they get the rest of the week.
Well apparently here, "balance" means "risk of characters dying in combat". Don't ask me why, that's not at all what I would define "balance" to mean, but these forums are a weird place sometimes
Yes, real world cultures. Although these go beyond particular tables and circles of friends - I think they're established and propagated at a wider level (in the old days via module design, Dragon magazine, etc; these days via forums/reddit etc, blogs, youtube, etc).Bolded emphasis mine. Just to make sure I'm understanding you correctly, when you mean received cultures, you're meaning the playing table or friend circle cultures? i.e. real world cultures
I don't really agree that it is all that hard to make it so that every individual fight has a goal that goes beyond attrition.It think that all sort of higher level goals and defeat conditions are commonly present in D&D games, but those are way easier to have on strategic rather than tactical level. It is relatively easy to have "mission goal" that can fail or succeed without the failure meaning the death of the PCs. (Stop the cultist from performing the ritual, save the princess, avenge my brother etc.) But it it is harder to make it so that every individual fight has such goal independently, and not only as an increment for the main goal. Thus the attrition is still useful.
I agree as well. I’m not in it to play nor DM an arcade game of D&D; I want it to feel and be as real as possible for my players, with all the highs and lows that comes with.Indeed, or something like that. To me big selling points of RPGs are immersion, the feeling of being a person in another world, and open-ended unpredictable stories that the play generates. To me, at least to a certain degree, the game outcome not following a recognisable (and thus predictable) narrative structure is a feature, not a bug. The latter is also why actual play shows are sometimes more interesting to watch than some sort of more scripted entertainment. This is also the main reason why I feel railroading is bad; we lose this quality.
In my view, the basic issue for actor stance in D&D is this: the crunchiest part of the game is combat; and in combat, a player can infer from their remaining hit points how much risk they can take, how likely it is that a single weapon blow or bow shot might kill their PC, etc.D&D-alike games have had varying degrees of actor stance over the years. No one's asking for pure, but some of us are asking for more than WotC's current version of 5e assumes.
Rage uses-per-day is a meta-currency: it is regained on a long rest, and expended at the choice of the player.None of those require metacurrency to work (I really don't like metacurrency), and none of them matter as much as whether or not you die.
No they don't. There are no morale rules for PCs. And in many versions of the game there are no morale rules for NPCs either.In D&D people roll to see whether or not they succumb to fear.
There are no such mechanics. And introducing them would be a huge change in the way that the game is typically approached. I mean, consider how much hostility there is to player-binding social mechanics - what makes you think that temptation mechanics would be any less controversial? I mean, there's a reason that Pendragon is seen as very different from D&D in the way its personality mechanics work.And there's no reason there couldn't be rules for falling asleep on watch, or falling to temptation. In fact, those both sound like saving throws to me, and I would welcome them, because they are more realistic to me and because they are in line with the style of the game.
In the AD&D UA, cavaliers have an ability to keep functioning when at negative hp. In the AD&D OA, sohei have an ability to choose to keep fighting an negative hp, but with the consequence that they can't be stabilised from dying.Your will to live mechanic is in line with the style of a different game.
No it doesn't. You asserted that players are "trained" by a ruleset. @EzekielRaiden responded that the direction of causation is the opposite: that players have a preference, and the ruleset - in pursuit of popularity - has come increasingly to reflect that preference.This argument boils down to "your preferences are not popular". So what? I don't really see your point here.