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"'Kill it before it grows'...he said 'Kill it before it grows'..."
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<blockquote data-quote="Celebrim" data-source="post: 5781313" data-attributes="member: 4937"><p>Agreed, which is why I said that I wasn't looking for it to come back. </p><p></p><p></p><p></p><p>Which is fine, but opting out of the XP system means that you just don't care what XP system is implemented. Everyone levels up as needed when you want. However, people that use an XP system have a vested interest in getting a good one.</p><p></p><p></p><p></p><p>That's a possibility, but sometimes it would break the 4th wall to do this in the game, and sometimes other meta awards (like destiny points in my own game) aren't sufficient reward for a job well done. For my part, I find that separate XP ensures that players are rewarded for participation and in increases party participation and reduces the tendency to split the party (because players don't want to miss out). Makes my job easier.</p><p></p><p></p><p></p><p>I haven't really had that problem. </p><p></p><p></p><p></p><p>Could also be just that you got older, but whatever works for you is fine with me.</p><p></p><p></p><p></p><p>That's your real problem. Single encounters shouldn't take three hours.</p><p></p><p>My point is that you could have had your first encounter with a band of frost giants, got crit'd by a gargantuan two-handed axe on round one, taken 90 damage and been instantly dead without even getting a die roll and had the exact same issue of getting to play for 5 minutes of a 3-4 hour session. </p><p></p><p>Ultimately, we either have a game were your character can fail and be put out of play, or we don't. If you have the possibility of character death of any sort - even if its just a Toon like 'miss remainder of scene' - you are going to have the issue you are complaining about. </p><p></p><p></p><p></p><p>Yes. So? It's simply impossible to design around that eventuality without completely removing the possibility of failure.</p><p></p><p></p><p></p><p>Yes. So? I mean, it's not that I'm unsympathetic. What you describe sucks. I agree that the cost of failure in that case was out of proportion to the path it takes to get there. Even worse from my perspective is that the cost of failure is probably out of proportion to the choices you made to get there. And sure, you can design into the game things to mitigate that problem. In my game you have destiny points that let you buy rerolls or cancel enemy crits so that they are normal hits, which tends to reduce the random bad luck. And its reasonable to design save or suck powers to be incremental or else have limited durations (save ends, etc.). But I don't think its reasonable to expect to design an RPG where there is a risk of failure and what you describe can't happen.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5781313, member: 4937"] Agreed, which is why I said that I wasn't looking for it to come back. Which is fine, but opting out of the XP system means that you just don't care what XP system is implemented. Everyone levels up as needed when you want. However, people that use an XP system have a vested interest in getting a good one. That's a possibility, but sometimes it would break the 4th wall to do this in the game, and sometimes other meta awards (like destiny points in my own game) aren't sufficient reward for a job well done. For my part, I find that separate XP ensures that players are rewarded for participation and in increases party participation and reduces the tendency to split the party (because players don't want to miss out). Makes my job easier. I haven't really had that problem. Could also be just that you got older, but whatever works for you is fine with me. That's your real problem. Single encounters shouldn't take three hours. My point is that you could have had your first encounter with a band of frost giants, got crit'd by a gargantuan two-handed axe on round one, taken 90 damage and been instantly dead without even getting a die roll and had the exact same issue of getting to play for 5 minutes of a 3-4 hour session. Ultimately, we either have a game were your character can fail and be put out of play, or we don't. If you have the possibility of character death of any sort - even if its just a Toon like 'miss remainder of scene' - you are going to have the issue you are complaining about. Yes. So? It's simply impossible to design around that eventuality without completely removing the possibility of failure. Yes. So? I mean, it's not that I'm unsympathetic. What you describe sucks. I agree that the cost of failure in that case was out of proportion to the path it takes to get there. Even worse from my perspective is that the cost of failure is probably out of proportion to the choices you made to get there. And sure, you can design into the game things to mitigate that problem. In my game you have destiny points that let you buy rerolls or cancel enemy crits so that they are normal hits, which tends to reduce the random bad luck. And its reasonable to design save or suck powers to be incremental or else have limited durations (save ends, etc.). But I don't think its reasonable to expect to design an RPG where there is a risk of failure and what you describe can't happen. [/QUOTE]
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