Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Moral Dilemma: Killing and Deaths in RPGs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Yora" data-source="post: 8445000" data-attributes="member: 6670763"><p>The issue is not so much about mechanical support, and more about concrete incentives. 3rd edition onward do not provide any gains from finding alternative solutions, while at the same time providing a very low risk to PCs for getting into fights. The games even provide mechanics for GMs to help them plan their adventures in a way that makes sure the risk to the PCs is minimized.</p><p></p><p>Mechanical support certainly is a thing, but it's not about having a more complex way to make Charisma rolls.</p><p>Going all the way back to the earliest D&D editions, those games had mechanics that incentivize players to minimize the amount of time they spend in the wilderness and dungeon, because the longer the adventure takes, the higher the chance to have random encounters that could very well kill PCs but won't get them meaningful XP even if they fight off attackers successfully, since wandering monsters don't carry treasure. And once you have a robust random encounter system in place, you can use it for way more randomized events than just hostile creatures.</p><p>Since the games give XP primarily for treasure, and treasure is really heavy (you don't just buy 10 bags of holding at a village store), players have to consider pack animals to shorten the return journey (and avoid random encounters by being outside for too long), but then they also need to get trustworthy people to guard the animals while they are exploring inside the dungeon. And all of that is stuff that on the player facing side includes no numbers or character stats. The rules give the GM tools to randomize disruptions and free them from having to make arbitrary choices when to help or hinder the players, which avoids the players having to figure out what the GM wants to happen before they make any choices.</p><p></p><p>Interestingly, the whole interconnected system of XP for treasure, encumbrance, movement speed, and wandering monsters would still work on the basic rulesset of 3rd or 5th edition. But the designers have chosen to put the game full with spells and special abilities that let the players easily ignore all these constraints that are meant to mechanically support creative roleplaying and looking for nonviolent solutions.</p></blockquote><p></p>
[QUOTE="Yora, post: 8445000, member: 6670763"] The issue is not so much about mechanical support, and more about concrete incentives. 3rd edition onward do not provide any gains from finding alternative solutions, while at the same time providing a very low risk to PCs for getting into fights. The games even provide mechanics for GMs to help them plan their adventures in a way that makes sure the risk to the PCs is minimized. Mechanical support certainly is a thing, but it's not about having a more complex way to make Charisma rolls. Going all the way back to the earliest D&D editions, those games had mechanics that incentivize players to minimize the amount of time they spend in the wilderness and dungeon, because the longer the adventure takes, the higher the chance to have random encounters that could very well kill PCs but won't get them meaningful XP even if they fight off attackers successfully, since wandering monsters don't carry treasure. And once you have a robust random encounter system in place, you can use it for way more randomized events than just hostile creatures. Since the games give XP primarily for treasure, and treasure is really heavy (you don't just buy 10 bags of holding at a village store), players have to consider pack animals to shorten the return journey (and avoid random encounters by being outside for too long), but then they also need to get trustworthy people to guard the animals while they are exploring inside the dungeon. And all of that is stuff that on the player facing side includes no numbers or character stats. The rules give the GM tools to randomize disruptions and free them from having to make arbitrary choices when to help or hinder the players, which avoids the players having to figure out what the GM wants to happen before they make any choices. Interestingly, the whole interconnected system of XP for treasure, encumbrance, movement speed, and wandering monsters would still work on the basic rulesset of 3rd or 5th edition. But the designers have chosen to put the game full with spells and special abilities that let the players easily ignore all these constraints that are meant to mechanically support creative roleplaying and looking for nonviolent solutions. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Moral Dilemma: Killing and Deaths in RPGs
Top