Lonely Tylenol
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Yes. That's the point. How many fallen characters does a player have to track? One. How many does the DM need to track? Hundreds. Why should he?Professor Phobos said:Abusive to the DM, maybe.
Yes. That's the point. How many fallen characters does a player have to track? One. How many does the DM need to track? Hundreds. Why should he?Professor Phobos said:Abusive to the DM, maybe.
Corinth said:If it truly was the goal of the 4.0 team to simplify the rules to make them easier to run, then the first thing you is build an elegant and simple ruleset that all players adhere to; ...
Corinth said:Yes, I did, and not just in D&D. Every game I run, everyone plays the same game and adheres to the same rules. This makes system mastery easier to attain, since you need only do it once, and since I record what NPCs I create for later reference I never encounter the phantom menace of "excessive stats". (For everything else, there's print and online resources such as the d20 NPC Wiki that I can access as I require.) Once you know the patterns, everything becomes easy.
Dr. Awkward said:Yes. That's the point. How many fallen characters does a player have to track? One. How many does the DM need to track? Hundreds. Why should he?
kennew142 said:I would love to see a citation for it being in the 1e DMG. I ran the game for years. I never saw it. I never played BECMI until after 3e came out.
JohnSnow said:Since I didn't have my books handy, I did some quick perusing on the internet with a Google search. I turned up a legal document filed by TSR against Games Workshop that mentions negative hit points. Here's the relevant part of the text, which included page number citations:
I haven't had time to check the page numbers myself, but I imagine they're accurate.
That proof enough?
JohnSnow said:And in games like that, as I said above, I shelve my preferred playstyle of "gloss over the problem" and just go around and coup de grace every NPC until he's D-E-A-D. If the DM insists that I roll, I'll roll, and keep rolling until I do enough damage to know the bastards won't come back.
It's a pain in the neck, but it's a lot less troublesome than worrying if goblin #5 will become a serious threat later.
I'd rather gloss over it, but if the DM is going to insist on a silly adherence to rules designed to enable PC survival being applied to NPCs, one has to be thorough.
That's the problem. The GM should be held to the same standard as the other players at the table. It's one of the biggest turn-offs for outsiders because it's seen as sanctioned cheating; the solution isn't to make special cases for the GM, but to make the standard ruleset universally fair and elegant. It's not like it hasn't been done.Loincloth of Armour said:All players do adhere to this rule.
NPCs are not players. It's in their name: "Non-Player Character."
The DM is a unique class of player. DM's have always operated under special rules. Nothing new here.
Peter LaCara said:Although if you get a bonus to Saves (which I imagine are rare, but extremely significant when they show up), that makes a character much tougher.
Hey, here's an idea. What if there are feats that provide you with bonuses to saves, but only against certain things? Like a Dwarven racial feat that provides a +2 bonus to saves to recover from poison, or a Hard to Kill feat that gives you a +2 bonus on saves to stabilize.
Man. I was a little wary of the new save mechanic at first, but I'm really liking it the more I think about it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.