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"'Kill it before it grows'...he said 'Kill it before it grows'..."
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<blockquote data-quote="Mythmere1" data-source="post: 5779821" data-attributes="member: 26563"><p>1. Agreed, but it would be nice to have the game's functionality built around 3d6 straight (whether generated by points or dice). There's no point to basing it around 3d6 with additional numbers fudged in there. 3d6 has enough of a probability spread to just keep it simple.</p><p></p><p>2. Interesting idea. As an old schooler, this would work for me. It's NOT what has been done with a same-xp-same-level structure before. Innovative idea.</p><p></p><p>3. For me, the question's whether save-or-die exists, not whether save-or-inconvenience is in there as well. Tactically, they aren't actually substitutes for each other, they are different tactical problems. Save-or-inconvenience is about being able to keep going until Joe recovers, which is perfectly fine. The problem with save-or-inconvenience is if it becomes complicated enough to create bookkeeping problems that slow things down with lots of die rolls. "Recover in 1d4 rounds" contains enough randomness to work well. A series of seven saving throws over 14 rounds is a PITA. But eliminating save-or-die entirely is the hallmark of a game with over-complex character generation. Although the 1e method of giving those creatures MUCH lower hit dice and the option of saving throw bonuses should also be followed, or the save-or-die mechanism ceases to be a tactical enhancement and starts to be annoying or destructive.</p><p></p><p>Certain elements of the game should be deadly, or the feeling of accomplishment at success is reduced. Save or die is a variation that adds depth, which is why I'd keep it -- but that's the same reason I wouldn't rule out save-or-inconvenience, either. The goal of the game design should be the largest possible variation in terms of tactical decisions that come from the DM's repertoire (outside the character sheet). The nature of the character sheet complexity is another question entirely that I won't go into here. I think one can get over-complex very easily on that issue.</p></blockquote><p></p>
[QUOTE="Mythmere1, post: 5779821, member: 26563"] 1. Agreed, but it would be nice to have the game's functionality built around 3d6 straight (whether generated by points or dice). There's no point to basing it around 3d6 with additional numbers fudged in there. 3d6 has enough of a probability spread to just keep it simple. 2. Interesting idea. As an old schooler, this would work for me. It's NOT what has been done with a same-xp-same-level structure before. Innovative idea. 3. For me, the question's whether save-or-die exists, not whether save-or-inconvenience is in there as well. Tactically, they aren't actually substitutes for each other, they are different tactical problems. Save-or-inconvenience is about being able to keep going until Joe recovers, which is perfectly fine. The problem with save-or-inconvenience is if it becomes complicated enough to create bookkeeping problems that slow things down with lots of die rolls. "Recover in 1d4 rounds" contains enough randomness to work well. A series of seven saving throws over 14 rounds is a PITA. But eliminating save-or-die entirely is the hallmark of a game with over-complex character generation. Although the 1e method of giving those creatures MUCH lower hit dice and the option of saving throw bonuses should also be followed, or the save-or-die mechanism ceases to be a tactical enhancement and starts to be annoying or destructive. Certain elements of the game should be deadly, or the feeling of accomplishment at success is reduced. Save or die is a variation that adds depth, which is why I'd keep it -- but that's the same reason I wouldn't rule out save-or-inconvenience, either. The goal of the game design should be the largest possible variation in terms of tactical decisions that come from the DM's repertoire (outside the character sheet). The nature of the character sheet complexity is another question entirely that I won't go into here. I think one can get over-complex very easily on that issue. [/QUOTE]
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