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General Tabletop Discussion
*Dungeons & Dragons
Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="Flamestrike" data-source="post: 6978797" data-attributes="member: 6788736"><p>Generally yes, because that's the assumption of DND. Fights are heavily tilted in the PC favor, and supplied by the Dungeon Master with precisely this in mind.</p><p></p><p>Monsters are designed to die in one fight. Player characters are designed to survive (and overcome) <em>hundreds</em> of them. If every given fight has even a 5% chance of a TPK your player characters will be dead before they hit fifth level.</p><p></p><p>The difficulty numbers in the encounter building section of the dungeon Masters guide reflect this fact. Even a 'hard' encounter should only have a <em>slim</em> chance that one or more characters might die, with only weaker characters expected to possibly get taken out of the fight, and they only reflect a portion of the adventuring days encounters. Many encounters are expected to be 'medium', where the expectation is the players emerge victorious with no casualties but 'one or two of them might need to use some healing resources'.</p><p></p><p>Now maybe you prefer a more 'fantasy underground Vietnam' style of DMing, where there is a sizeable chance of a TPK every battle, players don't even bother naming their characters until they hit third level due to the high casualty rate, and deaths are a dime a dozen. There is plenty of literature online why this is probably a bad idea, and why role-playing games in general have steered away from high lethality and 'death as a penalty for failure' mechanics. Is it suits your group however go for it, and I'm certainly not going to tell you how you should or should not be having fun.</p><p></p><p>My next campaign for sh*ts and giggles I intend to run with exploding 'acing' damage dice for all damage, and a return to 'death at -10 hit points' to capture an old school feel. I expect we'll go through quite a few player characters. It'll be fun, but not the kind of thing that you want base an epic adventure with in-depth character development around.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6978797, member: 6788736"] Generally yes, because that's the assumption of DND. Fights are heavily tilted in the PC favor, and supplied by the Dungeon Master with precisely this in mind. Monsters are designed to die in one fight. Player characters are designed to survive (and overcome) [I]hundreds[/I] of them. If every given fight has even a 5% chance of a TPK your player characters will be dead before they hit fifth level. The difficulty numbers in the encounter building section of the dungeon Masters guide reflect this fact. Even a 'hard' encounter should only have a [I]slim[/I] chance that one or more characters might die, with only weaker characters expected to possibly get taken out of the fight, and they only reflect a portion of the adventuring days encounters. Many encounters are expected to be 'medium', where the expectation is the players emerge victorious with no casualties but 'one or two of them might need to use some healing resources'. Now maybe you prefer a more 'fantasy underground Vietnam' style of DMing, where there is a sizeable chance of a TPK every battle, players don't even bother naming their characters until they hit third level due to the high casualty rate, and deaths are a dime a dozen. There is plenty of literature online why this is probably a bad idea, and why role-playing games in general have steered away from high lethality and 'death as a penalty for failure' mechanics. Is it suits your group however go for it, and I'm certainly not going to tell you how you should or should not be having fun. My next campaign for sh*ts and giggles I intend to run with exploding 'acing' damage dice for all damage, and a return to 'death at -10 hit points' to capture an old school feel. I expect we'll go through quite a few player characters. It'll be fun, but not the kind of thing that you want base an epic adventure with in-depth character development around. [/QUOTE]
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Helping melee combat to be more competitive to ranged.
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