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<blockquote data-quote="Bacon Bits" data-source="post: 7844662" data-attributes="member: 6777737"><p>There's so much from F.A.T.A.L. that could be included....</p><p></p><p>But I would include things like:</p><p></p><ul> <li data-xf-list-type="ul">Critical hit and critical fumble tables that include permanent maiming.</li> <li data-xf-list-type="ul">Actually tracking encumbrance to a detailed level.</li> <li data-xf-list-type="ul">XP or level drain.</li> <li data-xf-list-type="ul">Rust monsters, disenchanters, weapon sundering, etc. except in very, very rare circumstances where the DM has erred.</li> <li data-xf-list-type="ul">"Optional" abilities so overwhelmingly beneficial compared to the alternatives that it's unreasonable not to take them. Just make them how the game normally works.</li> <li data-xf-list-type="ul">Abilities that look good until you do the math and you find out they don't actually do anything at all (I'm looking at you, Brutal Critical).</li> <li data-xf-list-type="ul">Save or die, though I think "save every round to recover and end the effect" is possibly too much in the other direction. <em>Hold person</em>'s power level between 1e/2e and 5e is shockingly large.</li> <li data-xf-list-type="ul">Unkillable monsters, except as campaign focuses. Trick or metagame monsters like Nilbogs, too.</li> </ul><p></p><p></p><p></p><p></p><p>I don't think that's really that controversial. There are lots of TTRPGs that do give the players control over the narrative of the game or that allow the players to introduce elements into the narrative. But those games are all designed to allow for that. D&D has never been one of them -- the closest they got the was "Yes, and..." style of DMing -- so the game isn't really designed around that kind of thing. If you want to play that way, you'd be further along to switch to a game that has that type of system already built in to it.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7844662, member: 6777737"] There's so much from F.A.T.A.L. that could be included.... But I would include things like: [LIST] [*]Critical hit and critical fumble tables that include permanent maiming. [*]Actually tracking encumbrance to a detailed level. [*]XP or level drain. [*]Rust monsters, disenchanters, weapon sundering, etc. except in very, very rare circumstances where the DM has erred. [*]"Optional" abilities so overwhelmingly beneficial compared to the alternatives that it's unreasonable not to take them. Just make them how the game normally works. [*]Abilities that look good until you do the math and you find out they don't actually do anything at all (I'm looking at you, Brutal Critical). [*]Save or die, though I think "save every round to recover and end the effect" is possibly too much in the other direction. [I]Hold person[/I]'s power level between 1e/2e and 5e is shockingly large. [*]Unkillable monsters, except as campaign focuses. Trick or metagame monsters like Nilbogs, too. [/LIST] I don't think that's really that controversial. There are lots of TTRPGs that do give the players control over the narrative of the game or that allow the players to introduce elements into the narrative. But those games are all designed to allow for that. D&D has never been one of them -- the closest they got the was "Yes, and..." style of DMing -- so the game isn't really designed around that kind of thing. If you want to play that way, you'd be further along to switch to a game that has that type of system already built in to it. [/QUOTE]
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