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Does D&D combat break the fantasy?
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<blockquote data-quote="Paradoxish" data-source="post: 651777" data-attributes="member: 9623"><p>Well, I think part of it is the fault of your DM. Why are two level 3-4 fighters pulling regular guard duty? It's a bit like putting heroes on lowly watch duty - you would <em>expect</em> them not to be killed by someone who decided to snipe them with a bow. Their high hit points, in such a case, would represent the fighter's innate ability to sense nearby danger and move just in time (at the very least) to avoid letting an arrow hit in a vital spot that would kill them.</p><p></p><p>As for metagame thinking... it's unfortunate, but it's going to happen in any RPG system. The best a DM can do is work against the player's expectations to discourage metagame thinking.</p><p></p><p>Ultimately, the way your game goes and the "feel" of combat in it is the result of what kind of game your DM runs. Some people prefer to feel as if their characters are true heroes, running into battle with no fear of death except against the strongest foes. Other players (or DMs, for that matter) prefer more gritty games, where each and every combat is dangerous. Even though it may not seem like it if you've only played with the first type of group, it's actually pretty easy to keep combat dangerous and exciting at any level. My group of third level characters, for example, almost died at the hands of roughly 10 kobolds. And, thanks to the suggestions of some people on this board, they'll probably have loads of trouble dealing with another 10-15 that wait for them at the beginning of our next session.</p><p></p><p>The bottom line is that the feel of combat, and the game in general, is what your DM makes of it. If you don't like how the game is going you might want to talk with your DM or find another group.</p></blockquote><p></p>
[QUOTE="Paradoxish, post: 651777, member: 9623"] Well, I think part of it is the fault of your DM. Why are two level 3-4 fighters pulling regular guard duty? It's a bit like putting heroes on lowly watch duty - you would [i]expect[/i] them not to be killed by someone who decided to snipe them with a bow. Their high hit points, in such a case, would represent the fighter's innate ability to sense nearby danger and move just in time (at the very least) to avoid letting an arrow hit in a vital spot that would kill them. As for metagame thinking... it's unfortunate, but it's going to happen in any RPG system. The best a DM can do is work against the player's expectations to discourage metagame thinking. Ultimately, the way your game goes and the "feel" of combat in it is the result of what kind of game your DM runs. Some people prefer to feel as if their characters are true heroes, running into battle with no fear of death except against the strongest foes. Other players (or DMs, for that matter) prefer more gritty games, where each and every combat is dangerous. Even though it may not seem like it if you've only played with the first type of group, it's actually pretty easy to keep combat dangerous and exciting at any level. My group of third level characters, for example, almost died at the hands of roughly 10 kobolds. And, thanks to the suggestions of some people on this board, they'll probably have loads of trouble dealing with another 10-15 that wait for them at the beginning of our next session. The bottom line is that the feel of combat, and the game in general, is what your DM makes of it. If you don't like how the game is going you might want to talk with your DM or find another group. [/QUOTE]
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