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Community
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I'd like to see individual difficulty settings in 5e
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<blockquote data-quote="harpy" data-source="post: 5772680" data-attributes="member: 85243"><p>I think it would depend on how the mechanics would be implemented. There could be degrees of difficulty. One way of doing it would be to give out hero/fate type points. The narrativst players would either be getting more than the gamist players, in a certain sense being like a handicap in a sport. They just have more metagame currency to use to help shape their characters actions. On the extreme end of the difficulty setting would be something to the effect of "your character is a major protagonist in the campaign arc. Your character can only die or made completely ineffective if you so choose." </p><p></p><p>But just because the character can't be knocked out of the narrative against their will, it doesn't mean that the character is immune to all effects. They can still suffer and have various situations and conditions applied to them, some that might even be permanent. </p><p></p><p>So in terms of PvP, the gamist who attacks the narrativist might be able to give a beat down, and likely can do it very effectively, but ultimately the narrative is invoked and in whatever fashion the GM can devise things will prevent the narrativst character from leaving the play. There is all sorts of story space for this. It might be that the narrativst dies, but then is resurrected to the chagrin of the gamist. Maybe the narrativst character becomes a ghost... they key thing is that whatever story arc the narrativst wanted to have happen will get delivered up. </p><p></p><p></p><p></p><p>I think part of the benefit is that pressure would be taken off the DM to have to juggle everything. If the underlying mechanics can help avoid killing off the thespians while letting the hardcore players do the thing then life becomes a lot easier for the DM to focus on other more creative elements of the game.</p><p></p><p>Having this kind of mod as an option is just a way for people to negotiate the social contract. Not everyone has a black and white playstyle. Some guy might be very heavily leaning on the gamist side, but in the end what he also wants is his buddy who mostly plays indie rpgs to be able to come play D&D and enjoy the fellowship. These kinds of mod would make the playstyles more explicit and let the table figure out what the group really needs.</p><p></p><p>There is a huge diversity of interests and usually people are a mixture of competing interests and so this would just be another tool to negotiate through all of those different tastes.</p><p></p><p>What would also be useful with this mod is that it could help educate the larger player base on playstyles. We're the forumite illuminati who care about this stuff and can articulate it in great detail. 95% of the people I know who game don't have a clue about playstyles. They just show up and play, and I can see how the unreflective play can cause tension which could easily be dealt with if people actually understood the underlying competing aesthetics. If you can at least partially codify the playstyles into rule mods then it is a lot easier for people to wrap their minds around them in a hands on fashion, rather than it all being "theory."</p></blockquote><p></p>
[QUOTE="harpy, post: 5772680, member: 85243"] I think it would depend on how the mechanics would be implemented. There could be degrees of difficulty. One way of doing it would be to give out hero/fate type points. The narrativst players would either be getting more than the gamist players, in a certain sense being like a handicap in a sport. They just have more metagame currency to use to help shape their characters actions. On the extreme end of the difficulty setting would be something to the effect of "your character is a major protagonist in the campaign arc. Your character can only die or made completely ineffective if you so choose." But just because the character can't be knocked out of the narrative against their will, it doesn't mean that the character is immune to all effects. They can still suffer and have various situations and conditions applied to them, some that might even be permanent. So in terms of PvP, the gamist who attacks the narrativist might be able to give a beat down, and likely can do it very effectively, but ultimately the narrative is invoked and in whatever fashion the GM can devise things will prevent the narrativst character from leaving the play. There is all sorts of story space for this. It might be that the narrativst dies, but then is resurrected to the chagrin of the gamist. Maybe the narrativst character becomes a ghost... they key thing is that whatever story arc the narrativst wanted to have happen will get delivered up. I think part of the benefit is that pressure would be taken off the DM to have to juggle everything. If the underlying mechanics can help avoid killing off the thespians while letting the hardcore players do the thing then life becomes a lot easier for the DM to focus on other more creative elements of the game. Having this kind of mod as an option is just a way for people to negotiate the social contract. Not everyone has a black and white playstyle. Some guy might be very heavily leaning on the gamist side, but in the end what he also wants is his buddy who mostly plays indie rpgs to be able to come play D&D and enjoy the fellowship. These kinds of mod would make the playstyles more explicit and let the table figure out what the group really needs. There is a huge diversity of interests and usually people are a mixture of competing interests and so this would just be another tool to negotiate through all of those different tastes. What would also be useful with this mod is that it could help educate the larger player base on playstyles. We're the forumite illuminati who care about this stuff and can articulate it in great detail. 95% of the people I know who game don't have a clue about playstyles. They just show up and play, and I can see how the unreflective play can cause tension which could easily be dealt with if people actually understood the underlying competing aesthetics. If you can at least partially codify the playstyles into rule mods then it is a lot easier for people to wrap their minds around them in a hands on fashion, rather than it all being "theory." [/QUOTE]
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I'd like to see individual difficulty settings in 5e
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