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*Dungeons & Dragons
Need a safety net for 1st level characters -- it's complicated
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<blockquote data-quote="I'm A Banana" data-source="post: 6772961" data-attributes="member: 2067"><p>My first thought was to use a death flag mechanic - PC's are not going to die permanently unless they opt into it. Maybe key the "opt into it" bit to flaws/ideals/bonds.</p><p></p><p>It's interesting to drill down a bit, though. </p><p></p><p></p><p></p><p></p><p>It's worth noting that most of the MM creatures (like a hag) aren't really <em>designed</em> to be encountered alone as the only encounter of the day. If you go that route, you may see that the party is STOMPING your monsters simply on action economy, unless you loot some lair/legendary mechanics. At that point, you're basically doing (b) anyway. You're removing the "dungeon" from "dungeons and dragons," and while that's fine and awesome, the best way to do that involves modifying monsters to be dungeons in and of themselves. Use a monster just out of the box, you're likely to be disappointed in how it performs all by its lonesome.</p><p></p><p></p><p></p><p>Sounds appropriate for a Death Flag - reduced to 0 hp, the character drops unconscious and suffers some lasting trauma that, even healed, remains a scar or a psychological wound. </p><p></p><p></p><p></p><p>The key here will be in making dark fate something the PC's want to avoid, but also not seeming like the DM is just being a jerk. That can be a hard line to walk - D&D's normal rules codify death pretty strictly so that the DM's judgement is taken mostly out of the equation on purpose. The Death Flag is pretty much a player agreement that death is off the table unless the player decides otherwise, but that <em>everything else</em> is on the table - but those only kick in when you would otherwise die. A bit of financial issue in the epilogue or a death in defeat of the villain aren't huge deterrents - they're fluffy penalties for mechanical advantages. It's also a rather significant burden on the DM to "be creative." </p><p></p><p></p><p></p><p>It's a consequence, but it's not one Anakin's player really feels. It also subverts the narrative arc - a face heel turn shouldn't come out of the blue, it should be a logical consequence of the character's flaws. And it should be a decision the character makes, not something fate makes the character do (did Anakin's player have to attack the...younglings...or did the DM make Anakin do that because of dark fate?)</p><p></p><p></p><p></p><p>If you like your fate system, go ahead with it. Use this to playtest it. <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></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6772961, member: 2067"] My first thought was to use a death flag mechanic - PC's are not going to die permanently unless they opt into it. Maybe key the "opt into it" bit to flaws/ideals/bonds. It's interesting to drill down a bit, though. It's worth noting that most of the MM creatures (like a hag) aren't really [I]designed[/I] to be encountered alone as the only encounter of the day. If you go that route, you may see that the party is STOMPING your monsters simply on action economy, unless you loot some lair/legendary mechanics. At that point, you're basically doing (b) anyway. You're removing the "dungeon" from "dungeons and dragons," and while that's fine and awesome, the best way to do that involves modifying monsters to be dungeons in and of themselves. Use a monster just out of the box, you're likely to be disappointed in how it performs all by its lonesome. Sounds appropriate for a Death Flag - reduced to 0 hp, the character drops unconscious and suffers some lasting trauma that, even healed, remains a scar or a psychological wound. The key here will be in making dark fate something the PC's want to avoid, but also not seeming like the DM is just being a jerk. That can be a hard line to walk - D&D's normal rules codify death pretty strictly so that the DM's judgement is taken mostly out of the equation on purpose. The Death Flag is pretty much a player agreement that death is off the table unless the player decides otherwise, but that [I]everything else[/I] is on the table - but those only kick in when you would otherwise die. A bit of financial issue in the epilogue or a death in defeat of the villain aren't huge deterrents - they're fluffy penalties for mechanical advantages. It's also a rather significant burden on the DM to "be creative." It's a consequence, but it's not one Anakin's player really feels. It also subverts the narrative arc - a face heel turn shouldn't come out of the blue, it should be a logical consequence of the character's flaws. And it should be a decision the character makes, not something fate makes the character do (did Anakin's player have to attack the...younglings...or did the DM make Anakin do that because of dark fate?) If you like your fate system, go ahead with it. Use this to playtest it. :) [/QUOTE]
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Need a safety net for 1st level characters -- it's complicated
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