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Messing with the basic assumptions of the system
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<blockquote data-quote="Lanefan" data-source="post: 4018206" data-attributes="member: 29398"><p>The big difference here between us is that in my game the story - whether driven by players or DM - is by design bigger than any one character and can, or should, be able to survive anything short of a TPK. That said, I also don't mind characters getting raised if resources and situation allow (though the same holds true for their opponents as well...there's nothing like telling a player his PC recognizes the Giant he is fighting as he killed it last time the party was here!). But yes, coming up with other significant ramifications of defeat (other than straight gear loss) is something I need to work on.Here I strongly disagree. I see ExP as a character (not player) reward for taking risks and getting involved. If your PC gets involved while another hangs back, you should get more ExP, plain and simple...and if you bump sooner than the other guy, so be it. That said, I also give out a "dungeon bonus" (a.k.a. story reward) at the end of each adventure; the logic here being these reflect all the little things you do in the field that I can't be bothered to give out trivial amounts of ExP for at the time. This is usually based on length of time you were in the party during that adventure...if it was a 20-day adventure and you joined on day 12, you'd get 8/20 of the full dungeon bonus. (the origin of this was to replace 1e's ExP-for-gold)</p><p></p><p>Your point about choices is well-made, though.</p><p></p><p>Not so much of an issue for me as a 1e DM but I'd be all over this were I running 3e. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> As for magic items, I've said my piece in other threads on that; but rest assured my games do not lack for "interesting" magic items nor PCs willing to use 'em.</p><p></p><p>One thing I'm doing for my next game is getting rid of spell pre-memorization...all the casters are going to work very much like 3e Sorcerers do. That alone should (I hope) see a wider variety of spells get cast.Mostly a question of style, here. I'm always up for a good old-fashioned dungeon crawl on either side of the screen, and I quite like the attrition model both as player *and* DM. As a player, I want to have the tactic of "wear 'em down slowly" in my toolbox if we're up against something that all at once we just can't handle e.g. a village of giants. I want to be able to use the time-honoured tactic of doing more damage to them in a day than they can heal overnight and then running off to hide, repeating until we win. And if it means the DM can (try to) do the same to us, so be it.</p><p></p><p>Now, as for messings I've done...well, they were all for 1e. Still interested? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4018206, member: 29398"] The big difference here between us is that in my game the story - whether driven by players or DM - is by design bigger than any one character and can, or should, be able to survive anything short of a TPK. That said, I also don't mind characters getting raised if resources and situation allow (though the same holds true for their opponents as well...there's nothing like telling a player his PC recognizes the Giant he is fighting as he killed it last time the party was here!). But yes, coming up with other significant ramifications of defeat (other than straight gear loss) is something I need to work on.Here I strongly disagree. I see ExP as a character (not player) reward for taking risks and getting involved. If your PC gets involved while another hangs back, you should get more ExP, plain and simple...and if you bump sooner than the other guy, so be it. That said, I also give out a "dungeon bonus" (a.k.a. story reward) at the end of each adventure; the logic here being these reflect all the little things you do in the field that I can't be bothered to give out trivial amounts of ExP for at the time. This is usually based on length of time you were in the party during that adventure...if it was a 20-day adventure and you joined on day 12, you'd get 8/20 of the full dungeon bonus. (the origin of this was to replace 1e's ExP-for-gold) Your point about choices is well-made, though. Not so much of an issue for me as a 1e DM but I'd be all over this were I running 3e. :) As for magic items, I've said my piece in other threads on that; but rest assured my games do not lack for "interesting" magic items nor PCs willing to use 'em. One thing I'm doing for my next game is getting rid of spell pre-memorization...all the casters are going to work very much like 3e Sorcerers do. That alone should (I hope) see a wider variety of spells get cast.Mostly a question of style, here. I'm always up for a good old-fashioned dungeon crawl on either side of the screen, and I quite like the attrition model both as player *and* DM. As a player, I want to have the tactic of "wear 'em down slowly" in my toolbox if we're up against something that all at once we just can't handle e.g. a village of giants. I want to be able to use the time-honoured tactic of doing more damage to them in a day than they can heal overnight and then running off to hide, repeating until we win. And if it means the DM can (try to) do the same to us, so be it. Now, as for messings I've done...well, they were all for 1e. Still interested? :) Lanefan [/QUOTE]
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