Is Losing your Turn The Worst That Can Happen

I mean, that's the issue -- people do want varying effects*, you just have to design them in a way that compliments the rest of the play pattern of the game. *certainly a game where the only combat effect out there is hp/damage is pretty uninspiring.
Not only do people want varying effects, but varying people are playing RPGs. Some of these people want constant stimulation.* Others are happy to watch the enjoyment of others, and see everyone contributing to a whole experience.

I hope that those players, who think that losing their turn is the worst thing that can happen, can find an RPG to play without turn-loss.

*Here's some music about constant stimulation, because every thread should have music.
 

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Not only do people want varying effects, but varying people are playing RPGs. Some of these people want constant stimulation.* Others are happy to watch the enjoyment of others, and see everyone contributing to a whole experience.

I hope that those players, who think that losing their turn is the worst thing that can happen, can find an RPG to play without turn-loss.

*Here's some music about constant stimulation, because every thread should have music.
I'll say that one of the reasons that I don't like players missing their turn in 5e is because of the length of combat rounds- if it's a quick fight it doesn't bother me that the player misses a turn, but the longer and/or more involved ones means the player is sitting out for longer.
 

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