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Making Combat Mean Something [+]
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<blockquote data-quote="Enrahim2" data-source="post: 8933530" data-attributes="member: 7039850"><p>I take issue with this. Are you certain what you really want isn't a real risk of <em> losing</em>?</p><p></p><p>The reason the game is made to make it so hard to die is that brutal experience has shown that dying just are not any fun in most rpgs. However it is very possible to lose in ways that are much cooler. Let the enemy get away with the mcguffin. Let the characters wake up in a cell. Let the enemy kill the escorted. All of these are classics.</p><p></p><p>If you first insist on changing rules, how about having the characters panic at 0 rather than fall unconcious and die? Much more embarrassing, keeps the balance of the game similar, and avoids the pain of having to go trough the motions of constructing a new character.</p></blockquote><p></p>
[QUOTE="Enrahim2, post: 8933530, member: 7039850"] I take issue with this. Are you certain what you really want isn't a real risk of [I] losing[/I]? The reason the game is made to make it so hard to die is that brutal experience has shown that dying just are not any fun in most rpgs. However it is very possible to lose in ways that are much cooler. Let the enemy get away with the mcguffin. Let the characters wake up in a cell. Let the enemy kill the escorted. All of these are classics. If you first insist on changing rules, how about having the characters panic at 0 rather than fall unconcious and die? Much more embarrassing, keeps the balance of the game similar, and avoids the pain of having to go trough the motions of constructing a new character. [/QUOTE]
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