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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Favorite Obscure Rules from TSR-era D&D
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<blockquote data-quote="CapnZapp" data-source="post: 9361699" data-attributes="member: 12731"><p>For those that doesn't know, Over refers to the "funnel" concept.</p><p></p><p>At least that's what DCC (Dungeon Crawl Classics) calls the idea.</p><p></p><p>(I'm sure lots of gamers think GG came up with the idea but I don't think Goodman Games have ever claimed their funnel concept to be an original idea. I'm sure they are aware)</p><p></p><p>And by the way, it really is a great idea (given a set of players that actually are onboard), because every chargen rule that gives player characters great scores on average helps feed the "player superiority syndrome": "why should I bother listening to these NPCs when I'm so clearly superior to them and <em>always have been</em>". (Players can be such Homelander c**ts at times...)</p><p></p><p>With a funnel, any given character can have lousy stats. On average, your characters will be... entirely average. But the chances of one or two of your characters being above average are actually great! This character can have adventurer-level stats, and it will have them without ever having "cheated": no 4d6 drop lowest for me!</p><p></p><p>And this person will be formed by his or her early life experiences, where they saw their friends getting massacred without them being able to do anything about it.</p><p></p><p>This is a powerful point with the funnel concept: it tries to keep player characters grounded, and less likely to disassociate themselves from the world and its regular people around them. If only for a few more levels than otherwise.</p><p></p><p>I highly recommend running a funnel and thanks for reminding me it was there all along <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9361699, member: 12731"] For those that doesn't know, Over refers to the "funnel" concept. At least that's what DCC (Dungeon Crawl Classics) calls the idea. (I'm sure lots of gamers think GG came up with the idea but I don't think Goodman Games have ever claimed their funnel concept to be an original idea. I'm sure they are aware) And by the way, it really is a great idea (given a set of players that actually are onboard), because every chargen rule that gives player characters great scores on average helps feed the "player superiority syndrome": "why should I bother listening to these NPCs when I'm so clearly superior to them and [I]always have been[/I]". (Players can be such Homelander c**ts at times...) With a funnel, any given character can have lousy stats. On average, your characters will be... entirely average. But the chances of one or two of your characters being above average are actually great! This character can have adventurer-level stats, and it will have them without ever having "cheated": no 4d6 drop lowest for me! And this person will be formed by his or her early life experiences, where they saw their friends getting massacred without them being able to do anything about it. This is a powerful point with the funnel concept: it tries to keep player characters grounded, and less likely to disassociate themselves from the world and its regular people around them. If only for a few more levels than otherwise. I highly recommend running a funnel and thanks for reminding me it was there all along :) [/QUOTE]
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