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I don't get the dislike of healing surges
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<blockquote data-quote="JamesonCourage" data-source="post: 5718931" data-attributes="member: 6668292"><p>Yay for preference.</p><p></p><p></p><p>Well, Boromir was certainly very injured in the movie before he was killed, or even on the ground dying. And, in the move, Strider does fall off of that cliff in the second movie, and is pretty badly wounded. I'd say both movies cover serious wounds. But, there will certainly be wounds that fit what you're describing, and it's cool with me if that's what you prefer and are comfortable with.</p><p></p><p></p><p>Oh, I wasn't saying that a narrative-first style game would produce a railraod. I was saying that I think it's more likely there than in other games. I'm certainly not accusing you of doing such to your players.</p><p></p><p></p><p>This seems to be a matter of tactics, not of luck.</p><p>Player: "I run the most direct route I know of to get there." </p><p>GM: *Looks at map, sees that it's following the NPC* "Okay, you're following the guy still, but it looks like he's taking the same route."</p><p></p><p>It's not luck, it's decision. It's not about aim, it's about decision. He took Route A, which is faster than Route B or Route C (indeed, it's the fastest route). That doesn't mean that he reaches the destination first, but it should mean that no other route should be faster (according to the map). If I then proceeded to fudge the results, my players would feel I cheated to help them.</p><p></p><p>Now, this could conceivably be different if the map wasn't set in stone, or if the NPC was only taking "a direct route" but not "the most direct route" to the destination, or if you rolled for NPC tactics. But, barring that, my players would probably feel I cheated to help them if they found out.</p><p></p><p>I don't think your comparison to attack rolls is equal unless you roll to see what route they're taking (which is possible), but with the example given, the route had been decided on a concrete map already. In such a case, my players would feel cheated.</p><p></p><p>It's just preference, though. Others players wouldn't like that style, and would prefer yours, obviously. My way isn't always right for everyone. I was just pointing out the problem with that style for my group (much like you did in reply to me). As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5718931, member: 6668292"] Yay for preference. Well, Boromir was certainly very injured in the movie before he was killed, or even on the ground dying. And, in the move, Strider does fall off of that cliff in the second movie, and is pretty badly wounded. I'd say both movies cover serious wounds. But, there will certainly be wounds that fit what you're describing, and it's cool with me if that's what you prefer and are comfortable with. Oh, I wasn't saying that a narrative-first style game would produce a railraod. I was saying that I think it's more likely there than in other games. I'm certainly not accusing you of doing such to your players. This seems to be a matter of tactics, not of luck. Player: "I run the most direct route I know of to get there." GM: *Looks at map, sees that it's following the NPC* "Okay, you're following the guy still, but it looks like he's taking the same route." It's not luck, it's decision. It's not about aim, it's about decision. He took Route A, which is faster than Route B or Route C (indeed, it's the fastest route). That doesn't mean that he reaches the destination first, but it should mean that no other route should be faster (according to the map). If I then proceeded to fudge the results, my players would feel I cheated to help them. Now, this could conceivably be different if the map wasn't set in stone, or if the NPC was only taking "a direct route" but not "the most direct route" to the destination, or if you rolled for NPC tactics. But, barring that, my players would probably feel I cheated to help them if they found out. I don't think your comparison to attack rolls is equal unless you roll to see what route they're taking (which is possible), but with the example given, the route had been decided on a concrete map already. In such a case, my players would feel cheated. It's just preference, though. Others players wouldn't like that style, and would prefer yours, obviously. My way isn't always right for everyone. I was just pointing out the problem with that style for my group (much like you did in reply to me). As always, play what you like :) [/QUOTE]
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I don't get the dislike of healing surges
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