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Community
General Tabletop Discussion
*Dungeons & Dragons
Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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<blockquote data-quote="Balesir" data-source="post: 6294104" data-attributes="member: 27160"><p>Fair enough - I wish you well with whatever system you prefer. I would note, though, that this is a matter of degree, not an "on/off" switch. There will always be aspects of the fiction that different players envisage in slightly different ways. What shade of red is (red) dragonscale armour, do dungeon dwellers defecate (despite the common lack of latrines) and what happens to the waste, and (often) what is the in-game weather like just now, might be examples of things that are "seen" in the players' minds' eyes in a variety of ways.</p><p></p><p>I think it's a question of focus; where do you (generic 'you', not you personally) want the focus of collective players' attention to be? Hmm - maybe there's an argument that the rules should have a focus at the same place? Perhaps.</p><p></p><p></p><p>This is an interesting bit of cogitation. If hit points are a longer-term (full encounter) measure of resolve, luck, endurance and <em>momentum</em>, then the debuffs and so on are shorter-term "windows of opportunity" to advantageously push those factors (especially momentum) in your side's favour. As opportunities to seize the initiative/push the "momentum" pendulum in one direction, these effects lead to tension/drama in the scene. Save-or-Die/Sava-or-Suck, on the other hand, bypass the hit points as "momentum/victory tracker" function entirely, shortcutting the scene instead of adding tension to it.</p><p></p><p>This also suggests, perhaps,that what Skill Challenges (and the 5e equivalent) lack is something that has the same effect. Maybe some mechanical features that allow for the creation of short-term advantages and threats should be added to the non-combat "pillars" to get more tension and anticipation into the non-combat arena?</p></blockquote><p></p>
[QUOTE="Balesir, post: 6294104, member: 27160"] Fair enough - I wish you well with whatever system you prefer. I would note, though, that this is a matter of degree, not an "on/off" switch. There will always be aspects of the fiction that different players envisage in slightly different ways. What shade of red is (red) dragonscale armour, do dungeon dwellers defecate (despite the common lack of latrines) and what happens to the waste, and (often) what is the in-game weather like just now, might be examples of things that are "seen" in the players' minds' eyes in a variety of ways. I think it's a question of focus; where do you (generic 'you', not you personally) want the focus of collective players' attention to be? Hmm - maybe there's an argument that the rules should have a focus at the same place? Perhaps. This is an interesting bit of cogitation. If hit points are a longer-term (full encounter) measure of resolve, luck, endurance and [I]momentum[/I], then the debuffs and so on are shorter-term "windows of opportunity" to advantageously push those factors (especially momentum) in your side's favour. As opportunities to seize the initiative/push the "momentum" pendulum in one direction, these effects lead to tension/drama in the scene. Save-or-Die/Sava-or-Suck, on the other hand, bypass the hit points as "momentum/victory tracker" function entirely, shortcutting the scene instead of adding tension to it. This also suggests, perhaps,that what Skill Challenges (and the 5e equivalent) lack is something that has the same effect. Maybe some mechanical features that allow for the creation of short-term advantages and threats should be added to the non-combat "pillars" to get more tension and anticipation into the non-combat arena? [/QUOTE]
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Community
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Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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