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<blockquote data-quote="JeffB" data-source="post: 6536552" data-attributes="member: 518"><p>In a nutshell, hot dice are too critical to opening up all the fun of combat. </p><p></p><p>Monsters become boring sacks of hitpoints without specials triggering.I was often ignoring the dice or 1/2 ing hitpoints just to get things over with. I am not a sticker for rules or against fudging, but I found it annoying when I am rolling 7s and 12s all day.</p><p></p><p>On the player side the same thing happens. Spells, cleric and fighter abilities that hold the promise of something very cool but often never come to fruition because the natural dice never get there. This happened to my players every single session every single battle and frustrated the crap out of them. The cleric buffs were really bad for this and the fighter player grew frustrated checking which moves he qualified for and then seeing it didn't do anything appropriate or MIGHT help him next round. </p><p></p><p>That was 3 sessions of a level 1 game, and 3 sessions of a level 5 game. After a couple months I tried to reintroduce it as a high level epic tier one shot session to revisit some OD&D Characters coming out of retirement for their last great adventure and got a chorus of boos. Partway into the session the Barbarian player gave up as his potential damage threshold kept building each round, but he missed in every single round and never got to blow his wad of damage. </p><p></p><p>Again, keep in mind, I have run very successful games with them with several systems over the years including things as varied as my own narrative focused heavily modded 4e game ( essentially my own 13th ageing of 4e , 2 years before 13A came out), RQ, COC, Dungeon World, DCC, and all kinds of OSR variants along with every single edition of dungeons and dragons. They generally hate long combats and rules. They love simplicity and would rather just describe something and ask me how to do it/roll. Combat is fun, but exploration and story is their focus.</p></blockquote><p></p>
[QUOTE="JeffB, post: 6536552, member: 518"] In a nutshell, hot dice are too critical to opening up all the fun of combat. Monsters become boring sacks of hitpoints without specials triggering.I was often ignoring the dice or 1/2 ing hitpoints just to get things over with. I am not a sticker for rules or against fudging, but I found it annoying when I am rolling 7s and 12s all day. On the player side the same thing happens. Spells, cleric and fighter abilities that hold the promise of something very cool but often never come to fruition because the natural dice never get there. This happened to my players every single session every single battle and frustrated the crap out of them. The cleric buffs were really bad for this and the fighter player grew frustrated checking which moves he qualified for and then seeing it didn't do anything appropriate or MIGHT help him next round. That was 3 sessions of a level 1 game, and 3 sessions of a level 5 game. After a couple months I tried to reintroduce it as a high level epic tier one shot session to revisit some OD&D Characters coming out of retirement for their last great adventure and got a chorus of boos. Partway into the session the Barbarian player gave up as his potential damage threshold kept building each round, but he missed in every single round and never got to blow his wad of damage. Again, keep in mind, I have run very successful games with them with several systems over the years including things as varied as my own narrative focused heavily modded 4e game ( essentially my own 13th ageing of 4e , 2 years before 13A came out), RQ, COC, Dungeon World, DCC, and all kinds of OSR variants along with every single edition of dungeons and dragons. They generally hate long combats and rules. They love simplicity and would rather just describe something and ask me how to do it/roll. Combat is fun, but exploration and story is their focus. [/QUOTE]
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