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General Tabletop Discussion
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Is 5e's Success Actually Bad for Other Games?
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<blockquote data-quote="Don Durito" data-source="post: 8307663" data-attributes="member: 6687260"><p>No I haven't. This is a useless canard that adds nothing to the discussion.</p><p></p><p>It sounds like your players aren't fully aware of the tactical trade-offs. They may be having fun, but it's still a flaw in the game. There's a tactical element to the game. Whether disadvantage is "that bad" is not the point. Obviously. It's whether you are actually better of not doing a stunt in the first place from a rational consideration.</p><p></p><p>I don't think it's unreasonable, in the tactical game, to both want a stunt to be fun descriptively and to be worth doing in the game.</p><p></p><p></p><p>See my last sentence above. I just knew someone would respond to my post with some nonsense of this kind.</p><p></p><p>My point is simple, in order to be actually worth doing as a tactical game element (note the RPGame! - and if you don't want to engage with the game element of D&D, I don't understand the point of playing a rpg with so much <em>game </em>in it), the tradeoff for a stunt needs to be good. It needs to be unintuitively good (to the extent that a good GM - not an indifferent one, a good one I tell you - is most likely, in an off the cuff ruling, not going to make it good enough). It wasn't until I sat down and thought through the opportunity costs, that I fully realised why stunts were falling flat. So if you want to make stunts hard, then make them hard, but then the rewards have to be correspondingly even better.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8307663, member: 6687260"] No I haven't. This is a useless canard that adds nothing to the discussion. It sounds like your players aren't fully aware of the tactical trade-offs. They may be having fun, but it's still a flaw in the game. There's a tactical element to the game. Whether disadvantage is "that bad" is not the point. Obviously. It's whether you are actually better of not doing a stunt in the first place from a rational consideration. I don't think it's unreasonable, in the tactical game, to both want a stunt to be fun descriptively and to be worth doing in the game. See my last sentence above. I just knew someone would respond to my post with some nonsense of this kind. My point is simple, in order to be actually worth doing as a tactical game element (note the RPGame! - and if you don't want to engage with the game element of D&D, I don't understand the point of playing a rpg with so much [I]game [/I]in it), the tradeoff for a stunt needs to be good. It needs to be unintuitively good (to the extent that a good GM - not an indifferent one, a good one I tell you - is most likely, in an off the cuff ruling, not going to make it good enough). It wasn't until I sat down and thought through the opportunity costs, that I fully realised why stunts were falling flat. So if you want to make stunts hard, then make them hard, but then the rewards have to be correspondingly even better. [/QUOTE]
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