Desdichado
Hero
If it's very important to me to avoid, then no, it isn't. But whatever. I see your point.If you are looking for average or underpowered characters, being overpowered is "extremely unimportant."
If it's very important to me to avoid, then no, it isn't. But whatever. I see your point.If you are looking for average or underpowered characters, being overpowered is "extremely unimportant."
No the problem comes in because most people think general distribution of rolls should be an individual thing but that's not how random works. A player could roll badly for every roll in a campaign and still be a normal part of the randomness of using dice. The statisticl model includes the people who may roll good nearly all the time and those at the other end and every combination in between. I've played with "lucky" people who almost never roll poorly and some who roll badly almost all the time.So I think we could say another aspect of feeling weak is the ability to be taken down by luck. And is this okay in a TTRPG? So many games have a death mechanic, and the ability to crit or fumble only ensures that those death rules get invoked more easily or by underpowered foes. Are we saying "them's the breaks," roll that into the story, bring in someone new? Or do we need to make allotment for player skill or story invoked "heroism" overriding luck in some way?
I do think about whether "luck death" would result would discourage players too deeply or simply be boring. I'd much rather put the character in a coma to be revived with some serious injuries when they awake than say "oh well, he's dead." My guess is I would ask the player how attached they are to the character they are playing before making the call. Again, I suppose it comes down to the spoken or unspoken contract about the game being played.
So I think we could say another aspect of feeling weak is the ability to be taken down by luck. And is this okay in a TTRPG? So many games have a death mechanic, and the ability to crit or fumble only ensures that those death rules get invoked more easily or by underpowered foes. Are we saying "them's the breaks," roll that into the story, bring in someone new? Or do we need to make allotment for player skill or story invoked "heroism" overriding luck in some way?
I do think about whether "luck death" would result would discourage players too deeply or simply be boring. I'd much rather put the character in a coma to be revived with some serious injuries when they awake than say "oh well, he's dead." My guess is I would ask the player how attached they are to the character they are playing before making the call. Again, I suppose it comes down to the spoken or unspoken contract about the game being played.
I think we always felt that the Dodge, Parry and magical mechanics in RQ/BRP gave you enough tools to play smart on defense so that luck was less an issue. But I see your point that these days, it may be more work than people want (to optimize PCs and minimize luck death). So we get things like "Hero Points" or other metacurrencies to shorthand the buffer.The answer is, "very much depends on the taste of the observer" of course. As I noted, people played BRP games for decades without much buffer. But that doesn't mean part of the reason some people didn't play BRP games was the sudden-death chances and lack of a buffer against it.
My observation was that, coming out of D&D, it produced in many people at the time the idea that combat always had stakes. It might have helped that the way BRP combat worked, defenses were interactive, so there was some sense you controlled your own fate (albeit still dependent on dice) and since virtually everyone had some magical capability you had some ability to put your thumb on the scale in-character, even if the early BRP games weren't super-heavy on tactical options.
But a lot of people who were okay with that at the time got tired of it too, so...
I think we always felt that the Dodge, Parry and magical mechanics in RQ/BRP gave you enough tools to play smart on defense so that luck was less an issue. But I see your point that these days, it may be more work than people want (to optimize PCs and minimize luck death). So we get things like "Hero Points" or other metacurrencies to shorthand the buffer.
At the end of the day, though, I guess the question is do groups want a luck death buffer, and how much work are they willing to put in to have one?
Just personally, I’d prefer either the no buffer option or some kind of permanent penalty (CON drops 1) over something like a Luck Point. The metacurrencies cheapen death even when the death might feel unfair or random. Adventurers should have scars.Mythras has a luck point mechanic, for example, even though it also does some things to reduce the gaps in your defense traditional RQ could have (you don't get a lot of them, but they're there).
Just personally, I’d prefer either the no buffer option or some kind of permanent penalty (CON drops 1) over something like a Luck Point. The metacurrencies cheapen death even when the death might feel unfair or random. Adventurers should have scars.
A few are pretty clear… by one of several methods.I would love it if RPGs would define what kinds of characters are expected for the game.
Do you want me to roll up Captain Kirk or a redshirt?
player skill exists when the GM doesn’t quash it…So here’s a bit of opposite spin on this. If characters are getting hurt or dying frequently in your games, do you have a harsh expectation from either your GM or other players that you just need to “git gud?” Is “player skill” really a thing?