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*Dungeons & Dragons
Do players really want balance?
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<blockquote data-quote="pemerton" data-source="post: 9482734" data-attributes="member: 42582"><p>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.</p><p></p><p>There <em>are</em> 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.</p><p></p><p>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.</p><p></p><p>Playing around with death mechanics, and decisions players are able to make about whether their PCs avoid or succumb to those mechanics, that involve other trade offs like free actions and bonuses and so on, has been a part of D&D since the mid-1980s. (That is to say, about 40 of the game's 50 years.)</p><p></p><p>So your claim about "the style of a different game" is not plausible. Particularly in the same post that suggests that it would be just a minor change to require a player to roll a saving throw to have their PC avoid angry pursuit of the fleeing bugbear, or avoid trying to steal a bit of the dragon's treasure, or <insert other temptation here>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9482734, member: 42582"] 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. There [I]are[/I] 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. 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. Playing around with death mechanics, and decisions players are able to make about whether their PCs avoid or succumb to those mechanics, that involve other trade offs like free actions and bonuses and so on, has been a part of D&D since the mid-1980s. (That is to say, about 40 of the game's 50 years.) So your claim about "the style of a different game" is not plausible. Particularly in the same post that suggests that it would be just a minor change to require a player to roll a saving throw to have their PC avoid angry pursuit of the fleeing bugbear, or avoid trying to steal a bit of the dragon's treasure, or <insert other temptation here>. [/QUOTE]
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Do players really want balance?
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