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<blockquote data-quote="pukunui" data-source="post: 8858550" data-attributes="member: 54629"><p>Probably not because the chase mechanics in the DMG are rubbish. Not that anyone knows that since no one reads the DMG (except for me).</p><p></p><p></p><p>The main difference here is that <em>Jedi: Fallen Order </em>is a single player game, and when you fail, you get to try again immediately. In a cooperative team-based game where you're all constructing the narrative together as you play, when you fail, you can't just try again. What happened is generally set in stone, and you have to just accept it and move on, which is fine.</p><p></p><p>For me, it's not failure in and of itself that's frustrating or unfun. It's when I have a repeated run of failures due to poor dice rolls / bad luck / etc. It's when I spend the better part of an hour or more not actually getting to contribute to the game in a meaningful way (and get teased about it on top of that).</p><p></p><p></p><p>Exactly. In my last session, we were fighting some warforged in the Mournland when an oni and its gnoll minions ambushed us. The oni's <em>cone of cold </em>took out the remaining warforged for us, so we were able to quickly shift our focus to the gnolls and the oni. We took out the gnolls and then beat on the oni. As it tried to flee invisibly, the artificer PC cast <em>sleep</em>, hoping to roll well enough against the wounded oni's reduced hit points. It worked! It was a brilliant end to a tough fight.</p><p></p><p>If, however, the artificer had cast <em>sleep </em>right at the start and had somehow managed to knock the oni out right away, while we undoubtedly would've felt relieved, I don't think it would have been as fun/satisfying.</p></blockquote><p></p>
[QUOTE="pukunui, post: 8858550, member: 54629"] Probably not because the chase mechanics in the DMG are rubbish. Not that anyone knows that since no one reads the DMG (except for me). The main difference here is that [I]Jedi: Fallen Order [/I]is a single player game, and when you fail, you get to try again immediately. In a cooperative team-based game where you're all constructing the narrative together as you play, when you fail, you can't just try again. What happened is generally set in stone, and you have to just accept it and move on, which is fine. For me, it's not failure in and of itself that's frustrating or unfun. It's when I have a repeated run of failures due to poor dice rolls / bad luck / etc. It's when I spend the better part of an hour or more not actually getting to contribute to the game in a meaningful way (and get teased about it on top of that). Exactly. In my last session, we were fighting some warforged in the Mournland when an oni and its gnoll minions ambushed us. The oni's [I]cone of cold [/I]took out the remaining warforged for us, so we were able to quickly shift our focus to the gnolls and the oni. We took out the gnolls and then beat on the oni. As it tried to flee invisibly, the artificer PC cast [I]sleep[/I], hoping to roll well enough against the wounded oni's reduced hit points. It worked! It was a brilliant end to a tough fight. If, however, the artificer had cast [I]sleep [/I]right at the start and had somehow managed to knock the oni out right away, while we undoubtedly would've felt relieved, I don't think it would have been as fun/satisfying. [/QUOTE]
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