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*Dungeons & Dragons
Do players really want balance?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9484285" data-attributes="member: 6790260"><p>Except that it's also experiences you HAVE. As in, YOU decide whether you feel terrified or galvanized by a horrible event. Again: that is YOU, the PLAYER, declaring what the CHARACTER does or thinks or feels or believes. That choice <em>cannot even in principle</em> be rooted in the character, because no character has the ability to sit for five minutes and think about whether they WANT to be terrified or galvanized.</p><p></p><p></p><p>So....you've....just described something where <em>you</em> don't get to decide it IRL....but you DO get to decide it in-game...?</p><p></p><p>This conflicts with everything you've just said.</p><p></p><p></p><p>This is, as it has always been, categorically false.</p><p></p><p>Death is not the only form of real risk. Death is not the only form of "ultimate failure."</p><p></p><p>If you don't think it is possible to survive while also experiencing ultimate failure, I honestly don't know what to tell you. Many, many, many, MANY people throughout history have survived their experiences of ultimate failure, where death <em>would have been more successful</em>. I frankly find it a bit hard to believe that you don't know of a single instance of something like this.</p><p></p><p></p><p>Yes...but the rules themselves fight against you about it. Spells that obviate every part of actually surviving--food, water, shelter--are available as early as level 1, or occasionally level 3 or 5 for the particularly hefty stuff. <em>Create food and water</em> nixes literally any form of sustenance-based survival mechanics permanently once you have a 5th level Cleric (or particular flavors of Druid or Warlock, or 9th level Paladin/Artificer). <em>Create water</em> is a 1st level Cleric spell, and can be acquired through a variety of other means (and it was also a Druid spell in 5.0, but it seems to have been removed in 5.5e).</p><p></p><p>5th edition D&D is not, has never been, and will not ever be particularly supportive of this playstyle. I consider this a damn shame, because, just as you say, some groups love this stuff. <em>I</em> don't generally love it, but I'm on record arguing for many things I don't personally have any interest in, but which I think absolutely need to be supported.</p><p></p><p></p><p>RE the bolded bit: That'll be the day.</p><p></p><p></p><p>I've seen it from several. I named some names above. I don't have the energy to go trawling for quotes, but I guarantee you it's something I've seen over and over on this forum. <em>Stridently</em> anti-player DMs are active participants on these boards. [USER=6684958]@bloodtide[/USER] would be another example.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9484285, member: 6790260"] Except that it's also experiences you HAVE. As in, YOU decide whether you feel terrified or galvanized by a horrible event. Again: that is YOU, the PLAYER, declaring what the CHARACTER does or thinks or feels or believes. That choice [I]cannot even in principle[/I] be rooted in the character, because no character has the ability to sit for five minutes and think about whether they WANT to be terrified or galvanized. So....you've....just described something where [I]you[/I] don't get to decide it IRL....but you DO get to decide it in-game...? This conflicts with everything you've just said. This is, as it has always been, categorically false. Death is not the only form of real risk. Death is not the only form of "ultimate failure." If you don't think it is possible to survive while also experiencing ultimate failure, I honestly don't know what to tell you. Many, many, many, MANY people throughout history have survived their experiences of ultimate failure, where death [I]would have been more successful[/I]. I frankly find it a bit hard to believe that you don't know of a single instance of something like this. Yes...but the rules themselves fight against you about it. Spells that obviate every part of actually surviving--food, water, shelter--are available as early as level 1, or occasionally level 3 or 5 for the particularly hefty stuff. [I]Create food and water[/I] nixes literally any form of sustenance-based survival mechanics permanently once you have a 5th level Cleric (or particular flavors of Druid or Warlock, or 9th level Paladin/Artificer). [I]Create water[/I] is a 1st level Cleric spell, and can be acquired through a variety of other means (and it was also a Druid spell in 5.0, but it seems to have been removed in 5.5e). 5th edition D&D is not, has never been, and will not ever be particularly supportive of this playstyle. I consider this a damn shame, because, just as you say, some groups love this stuff. [I]I[/I] don't generally love it, but I'm on record arguing for many things I don't personally have any interest in, but which I think absolutely need to be supported. RE the bolded bit: That'll be the day. I've seen it from several. I named some names above. I don't have the energy to go trawling for quotes, but I guarantee you it's something I've seen over and over on this forum. [I]Stridently[/I] anti-player DMs are active participants on these boards. [USER=6684958]@bloodtide[/USER] would be another example. [/QUOTE]
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Do players really want balance?
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