Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
My Solution to the 15-Minute Workday: The Hero Score
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="Camelot" data-source="post: 6164648" data-attributes="member: 82617"><p>What constitutes as "extra work" for me is something that I have to do over and over, basically adding a new layer of adventure preparation to the game. For example, taking Pemerton's example that I've quoted below, I'd have to prepare an interesting skill challenge for every dangerous location where the players might rest. Every time they travel to a new place, I need to make a new skill challenge that won't seem boring, pointless, or like I'm wasting my players' time.</p><p></p><p>Hero Score is something I can add into the game once and now it's there, no more work. The Injury Deck I mentioned is the same: I print out the cards, modify the system to my desire, and now it will always be ready for me to use. I have to do some additional preparation the first time they're being used and explain them to the players, but I don't have to redo that work for every adventure.</p><p></p><p>Concerning your dragon sorcerer, his sorcerer damage (adding Str to arcane damage rolls, I believe) counts as a class feature that you can't use at Hero Score 1. It's only factored in if you would have already gotten the hit, until you reach Hero Score 3, and by then the combat advantage and injuries from the Injury Deck you've likely sustained will balance out that newfound power. Of course, if you have been playing tactically to avoid injuries, you will experience a pure power gain. In my opinion, adding a new layer of tactics for the players is an added bonus to the system.</p><p></p><p>Of course, I don't actually know if it balances out. I haven't playtested this. Take a look at the Injury Deck if you have a DDI subscription. How would you use it to offset the power from the Hero Score? My method is that being bloodied gives you a minor injury which you can try to save against during each short rest, and getting knocked below 1 hit point gives you a major injury which you can try to save against during each extended rest.</p><p></p><p></p><p></p><p>As I mentioned before, your solution here is not for me. That's great that it solves the problem for you, but for my games, each encounter (including skill challenges) should contribute something to the game, whereas your solution seems like it would take a lot of work to make it something more than "Oh, another set of die rolls just to see if we can sleep."</p><p></p><p>The first part about havens being the only places to rest is something I took for granted (if you sleep in the wild in my game, you are either automatically safe if there were no planned encounters nearby, or I move a nearby encounter to you). Nothing is stopping the players from leaving a dungeon and coming back tomorrow, and most things that do would take me out of the game if I heard it as a player. Sometimes they work, but only if they contribute something to the adventure besides blocking the exit. For example, a time limit will work when the players are racing to stop an evil ritual from occuring that will awaken a demon lord, but you can't use that excuse when the players are storming the lair of the orc tribe. What's the orc leader going to do, run away if the players wait one more day to attack?</p><p></p><p>Adventure design is an art, of course, and I use the things I mentioned I dislike half the time anyway. The goal of this system is not to completely get rid of those things, but to make them unnecessary to always have to consider. I also don't want to completely remove the option to retreat for a day, when it makes sense. It provides another tactical decision for the players: press on in order to get more powerful but suffer these injuries, or go back and heal up but risk not healing all the injuries and losing that Hero Score?</p></blockquote><p></p>
[QUOTE="Camelot, post: 6164648, member: 82617"] What constitutes as "extra work" for me is something that I have to do over and over, basically adding a new layer of adventure preparation to the game. For example, taking Pemerton's example that I've quoted below, I'd have to prepare an interesting skill challenge for every dangerous location where the players might rest. Every time they travel to a new place, I need to make a new skill challenge that won't seem boring, pointless, or like I'm wasting my players' time. Hero Score is something I can add into the game once and now it's there, no more work. The Injury Deck I mentioned is the same: I print out the cards, modify the system to my desire, and now it will always be ready for me to use. I have to do some additional preparation the first time they're being used and explain them to the players, but I don't have to redo that work for every adventure. Concerning your dragon sorcerer, his sorcerer damage (adding Str to arcane damage rolls, I believe) counts as a class feature that you can't use at Hero Score 1. It's only factored in if you would have already gotten the hit, until you reach Hero Score 3, and by then the combat advantage and injuries from the Injury Deck you've likely sustained will balance out that newfound power. Of course, if you have been playing tactically to avoid injuries, you will experience a pure power gain. In my opinion, adding a new layer of tactics for the players is an added bonus to the system. Of course, I don't actually know if it balances out. I haven't playtested this. Take a look at the Injury Deck if you have a DDI subscription. How would you use it to offset the power from the Hero Score? My method is that being bloodied gives you a minor injury which you can try to save against during each short rest, and getting knocked below 1 hit point gives you a major injury which you can try to save against during each extended rest. As I mentioned before, your solution here is not for me. That's great that it solves the problem for you, but for my games, each encounter (including skill challenges) should contribute something to the game, whereas your solution seems like it would take a lot of work to make it something more than "Oh, another set of die rolls just to see if we can sleep." The first part about havens being the only places to rest is something I took for granted (if you sleep in the wild in my game, you are either automatically safe if there were no planned encounters nearby, or I move a nearby encounter to you). Nothing is stopping the players from leaving a dungeon and coming back tomorrow, and most things that do would take me out of the game if I heard it as a player. Sometimes they work, but only if they contribute something to the adventure besides blocking the exit. For example, a time limit will work when the players are racing to stop an evil ritual from occuring that will awaken a demon lord, but you can't use that excuse when the players are storming the lair of the orc tribe. What's the orc leader going to do, run away if the players wait one more day to attack? Adventure design is an art, of course, and I use the things I mentioned I dislike half the time anyway. The goal of this system is not to completely get rid of those things, but to make them unnecessary to always have to consider. I also don't want to completely remove the option to retreat for a day, when it makes sense. It provides another tactical decision for the players: press on in order to get more powerful but suffer these injuries, or go back and heal up but risk not healing all the injuries and losing that Hero Score? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
My Solution to the 15-Minute Workday: The Hero Score
Top