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Mearls Monster Makeover: Beholder
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<blockquote data-quote="Lonely Tylenol" data-source="post: 3144228" data-attributes="member: 18549"><p>What isn't boring about having to sit around waiting until your friends manage to drag your petrified corpse back to town so the wizard can go looking for a <em>stone to flesh</em> spell to unpetrify you? I think that sort of effect is <em>more</em> suitable for something like DDM than for an RPG, because in a minis combat, each player controls more than one mini (eliminating the problem of having your only character put out of commission), and if a mini is petrified, it's effectively out of the game, so you just remove the mini and don't worry about a remedy.</p><p></p><p>I looks as though by trying to remove save-or-die effects, he's making the game more suitable for RPG play, rather than less. In an RPG, effects that hinder characters while leaving them in play are better than effects that remove characters from play. In DDM, both are good, since it doesn't matter to anyone's fun whether a character is removed from play. If you're playing D&D, and because of one bad saving throw you have to sit around for four hours waiting for the party to get back to town to buy the diamond dust they need to cast Raise Dead on you, that sucks. If instead of dying outright, you are damaged or hindered, you have a chance to get back in the action before too long.</p><p></p><p>Can someone explain why I might be wrong? Why does removing save-or-die effects make D&D more like DDM? Aren't save-or-die effects (or just simply die effects) more suitable for games in which your characters are essentially expendable?</p><p></p><p>I think that the design decisions on these sorts of subjects have been good. It's like that article on <a href="http://www.wizards.com/default.asp?x=dnd/dd/20060210a" target="_blank">reactive traps.</a> Which is cooler to have happen in a game?:</p><p></p><p>PC: I walk down the hallway</p><p>DM: As you do that, you spring a blade trap (roll) that hits you for (roll) 7 points of damage.</p><p>PC: ow.</p><p></p><p>or</p><p></p><p>DM: Opening the door, you see that the next hallway is full of spinning blades. It looks like you could make it through, if you're very careful.</p><p></p><p>In the first case, damage appeared out of nowhere. In the second case it's not just random damage occurring. It's a challenge.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 3144228, member: 18549"] What isn't boring about having to sit around waiting until your friends manage to drag your petrified corpse back to town so the wizard can go looking for a [i]stone to flesh[/i] spell to unpetrify you? I think that sort of effect is [i]more[/i] suitable for something like DDM than for an RPG, because in a minis combat, each player controls more than one mini (eliminating the problem of having your only character put out of commission), and if a mini is petrified, it's effectively out of the game, so you just remove the mini and don't worry about a remedy. I looks as though by trying to remove save-or-die effects, he's making the game more suitable for RPG play, rather than less. In an RPG, effects that hinder characters while leaving them in play are better than effects that remove characters from play. In DDM, both are good, since it doesn't matter to anyone's fun whether a character is removed from play. If you're playing D&D, and because of one bad saving throw you have to sit around for four hours waiting for the party to get back to town to buy the diamond dust they need to cast Raise Dead on you, that sucks. If instead of dying outright, you are damaged or hindered, you have a chance to get back in the action before too long. Can someone explain why I might be wrong? Why does removing save-or-die effects make D&D more like DDM? Aren't save-or-die effects (or just simply die effects) more suitable for games in which your characters are essentially expendable? I think that the design decisions on these sorts of subjects have been good. It's like that article on [url=http://www.wizards.com/default.asp?x=dnd/dd/20060210a]reactive traps.[/url] Which is cooler to have happen in a game?: PC: I walk down the hallway DM: As you do that, you spring a blade trap (roll) that hits you for (roll) 7 points of damage. PC: ow. or DM: Opening the door, you see that the next hallway is full of spinning blades. It looks like you could make it through, if you're very careful. In the first case, damage appeared out of nowhere. In the second case it's not just random damage occurring. It's a challenge. [/QUOTE]
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