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GM found! 0-level funnel pending!
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<blockquote data-quote="GlassEye" data-source="post: 6281316" data-attributes="member: 40413"><p>Interesting ideas. DCC is a totally different feel than what I'm used to. Or even what I played way back when I first started playing 1e. From what I've read the feel of the game changes when the characters reach 1st level. They get a little more endurance and the likelihood that they'll die is reduced somewhat. Plus you get your class abilities.</p><p></p><p>Characters are <em>supposed</em> to die in the funnel. More hp means more <s>would</s> might survive to the end but that reluctance to act is a problem. It might be a little different face to face but in pbp (or at least, in this particular game) it seems to be crippling. The pace of this game (one one-round encounter and two traps in the span of a <strong>month</strong> of play!) is the biggest problem that I see and I'm not really sure what to do about it. Maybe award more Luck for taking the initiative and promoting action-based play? I don't know... Ideas welcome!</p><p></p><p>RAW, Luck rolls don't change from what they are when first rolled. I have the feeling that the DCC response to someone wanting to change/improve one would be: Quest for it!</p><p></p><p>I've been thinking about your final idea off and on today. I think swapping out a score from a dead character to one of your survivors would be a little too much. Maybe a +1 to one ability score, or a bonus to hp, or a 'guardian spirit' ability where the ghost of the dead character is able to deflect the doom of one of your characters before its spiritual energy is depleted and it moves on to the afterlife. I kinda like that last one since it seems more story-based/encouraging roleplay than bonus/modifier based.</p><p></p><p>Anyway, thanks for the input and if you have more ideas and comments I'd like to hear 'em.</p></blockquote><p></p>
[QUOTE="GlassEye, post: 6281316, member: 40413"] Interesting ideas. DCC is a totally different feel than what I'm used to. Or even what I played way back when I first started playing 1e. From what I've read the feel of the game changes when the characters reach 1st level. They get a little more endurance and the likelihood that they'll die is reduced somewhat. Plus you get your class abilities. Characters are [i]supposed[/i] to die in the funnel. More hp means more [s]would[/s] might survive to the end but that reluctance to act is a problem. It might be a little different face to face but in pbp (or at least, in this particular game) it seems to be crippling. The pace of this game (one one-round encounter and two traps in the span of a [b]month[/b] of play!) is the biggest problem that I see and I'm not really sure what to do about it. Maybe award more Luck for taking the initiative and promoting action-based play? I don't know... Ideas welcome! RAW, Luck rolls don't change from what they are when first rolled. I have the feeling that the DCC response to someone wanting to change/improve one would be: Quest for it! I've been thinking about your final idea off and on today. I think swapping out a score from a dead character to one of your survivors would be a little too much. Maybe a +1 to one ability score, or a bonus to hp, or a 'guardian spirit' ability where the ghost of the dead character is able to deflect the doom of one of your characters before its spiritual energy is depleted and it moves on to the afterlife. I kinda like that last one since it seems more story-based/encouraging roleplay than bonus/modifier based. Anyway, thanks for the input and if you have more ideas and comments I'd like to hear 'em. [/QUOTE]
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