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Krynn's Free Feats: setting-specific or the future of the game?
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<blockquote data-quote="Jaeger" data-source="post: 8624622" data-attributes="member: 27996"><p>My reply covers this. </p><p></p><p>Just like there are options in the DMG to make things harder, one could do similar system tweaks to make things even easier.</p><p></p><p>But when we get to: <em>"At this point we ignore the mechanical system entirely, because 'story'."</em></p><p></p><p>That is not a system tweak to make the game mechanically easier! That is literally setting aside the dice/system altogether, because reasons.</p><p></p><p>A complete apples to oranges comparison.</p><p></p><p>Which leads to:</p><p></p><p></p><p>If their posts were about altering the <em>system mechanics</em> for more forgiving death saves, adding HP, or changing combat options, you would have a case.</p><p></p><p>Because the most common options typically floated are in the vein of:</p><p></p><p>-A "death flag": the PC can't be killed (they can suffer and lose, but <em>not die to a random roll</em>) unless the player explicitly says the character is willing to die <em>due to the importance of a particular scene.</em></p><p></p><p>-Without ... bowing to<em> the will of the dice.</em></p><p></p><p>i.e. The reason people wanting reduced lethality are often told that they might be happier playing something else is because oftentimes their 'solutions' for reducing game system lethality amount to no more than PC "Plot armor" when they say that they will knowingly ignore/set aside undesirable results of the game mechanics, <em>solely for narrative purposes</em>.</p><p></p><p>Such a solution is not just another 'house rule' making <em>the game system</em> <em>mechanically</em> harder or easier. It is fundamentally altering the intended play paradigm of the game.</p><p></p><p>If your desired play paradigm is so removed from the games intended mode of play that your 'solutions' amounts to flat out <em>ignoring what the game system is designed to do</em>, then yeah, you just might be happier playing something else...</p></blockquote><p></p>
[QUOTE="Jaeger, post: 8624622, member: 27996"] My reply covers this. Just like there are options in the DMG to make things harder, one could do similar system tweaks to make things even easier. But when we get to: [I]"At this point we ignore the mechanical system entirely, because 'story'."[/I] That is not a system tweak to make the game mechanically easier! That is literally setting aside the dice/system altogether, because reasons. A complete apples to oranges comparison. Which leads to: If their posts were about altering the [I]system mechanics[/I] for more forgiving death saves, adding HP, or changing combat options, you would have a case. Because the most common options typically floated are in the vein of: -A "death flag": the PC can't be killed (they can suffer and lose, but [I]not die to a random roll[/I]) unless the player explicitly says the character is willing to die [I]due to the importance of a particular scene.[/I] -Without ... bowing to[I] the will of the dice.[/I] i.e. The reason people wanting reduced lethality are often told that they might be happier playing something else is because oftentimes their 'solutions' for reducing game system lethality[I][B] [/B][/I]amount to no more than PC "Plot armor" when they say that they will knowingly ignore/set aside undesirable results of the game mechanics, [I]solely for narrative purposes[/I]. Such a solution is not just another 'house rule' making [I]the game system[/I] [I]mechanically[/I] harder or easier. It is fundamentally altering the intended play paradigm of the game. If your desired play paradigm is so removed from the games intended mode of play that your 'solutions' amounts to flat out [I]ignoring what the game system is designed to do[/I], then yeah, you just might be happier playing something else... [/QUOTE]
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