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<blockquote data-quote="Iosue" data-source="post: 6382790" data-attributes="member: 6680772"><p>However your mileage may vary on the encounter itself (personally, I had an absolute ball, and my character was the one beaten down), I have to take exception with this comment. In the end, all we are doing when we play RPGs is using <a href="http://xkcd.com/904/" target="_blank">weighted random number generators to build narratives</a>. So, if giving motivations to NPCs action is "rationalization", then nothing in the game is more than that. @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=7006" target="_blank">DEFCON 1</a></u></strong></em> gave one possible motivation for an NPC, and out of consideration for his audience (the readers of this forum), he did it with descriptive prose. All that could easily be communicated in-game as,</p><p></p><p>"The Half-Dragon follows up his vicious attack with a final blow to his downed foe. Then he takes his spear, looks out over the field and keep with what seems to be an expression of ennui, shakes his head in disappointment, and turns away with a sigh."</p><p></p><p>And it's just one way of looking at it. As I see it, in the game of Cyanwrath's life*, all NPCs and monsters die when they reach zero hit points. Especially the ones he one-shots. NPCs with the ability to come back after three saves are rare and off-putting. So he kills his foe and then adds a needless parting shot out of spite. Why wouldn't he? 99% of the people he's killed have died at zero hit points. How many PCs repeatedly hit downed goblins to make sure they fail their death saves? Cyanwrath's fatal flaw is that he doesn't realize <em>he's</em> the NPC in this game. But he'll realize it the next time he meets my character...</p><p></p><p><span style="font-size: 9px">*Probably called "Hill-towns & Halflings".</span></p></blockquote><p></p>
[QUOTE="Iosue, post: 6382790, member: 6680772"] However your mileage may vary on the encounter itself (personally, I had an absolute ball, and my character was the one beaten down), I have to take exception with this comment. In the end, all we are doing when we play RPGs is using [URL="http://xkcd.com/904/"]weighted random number generators to build narratives[/URL]. So, if giving motivations to NPCs action is "rationalization", then nothing in the game is more than that. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=7006"]DEFCON 1[/URL][/U][/B][/I] gave one possible motivation for an NPC, and out of consideration for his audience (the readers of this forum), he did it with descriptive prose. All that could easily be communicated in-game as, "The Half-Dragon follows up his vicious attack with a final blow to his downed foe. Then he takes his spear, looks out over the field and keep with what seems to be an expression of ennui, shakes his head in disappointment, and turns away with a sigh." And it's just one way of looking at it. As I see it, in the game of Cyanwrath's life*, all NPCs and monsters die when they reach zero hit points. Especially the ones he one-shots. NPCs with the ability to come back after three saves are rare and off-putting. So he kills his foe and then adds a needless parting shot out of spite. Why wouldn't he? 99% of the people he's killed have died at zero hit points. How many PCs repeatedly hit downed goblins to make sure they fail their death saves? Cyanwrath's fatal flaw is that he doesn't realize [I]he's[/I] the NPC in this game. But he'll realize it the next time he meets my character... [SIZE=1]*Probably called "Hill-towns & Halflings".[/SIZE] [/QUOTE]
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