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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="Stalker0" data-source="post: 5788513" data-attributes="member: 5889"><p>Your example is simply one of many different ways to utilize such an effect.</p><p></p><p>Try this for example:</p><p></p><p>DM: "The Ogre hits you for a massive 52 points of damage."</p><p>Player: "Damn it....that kills me. Ok, I play my drama point to stay alive".</p><p>DM: "The orge smashes you down unconscious, crushing one of your legs in the process. While healing will ultimately help you recover, there will be a lingering wound there that shall never fully heal".</p><p></p><p>What a great cinematic, works with flavor (pcs often have near death experiences) and you can now introduce permanent wounds into the dnd system.</p><p></p><p>Karinsdad, I used to agree with your type of system a great deal. But after I've tried my own version and my own gaming system I realized how incredibly hard it is. As I mentioned earlier, this thread shows some of the basic difficulties, and we haven't even scratched the surface on the numbers of options players will likely have access to in the full game.</p><p></p><p></p><p>You can try and create a number of different game mechanics to solve this, but the more general they are, the more unintended consequences they have. Take healing for example. Perhaps I can fix a deadlier system by adding in more healing. Well....that has its own consequences to.</p><p></p><p>The reason I have fallen in love with "drama/fate/hero point" systems so much is that you can tailor them as scalpel mechanics that only hit a very specific portion of the game.</p><p></p><p>Let us assume that the example I gave above is the main use of this drama point, it only works when a player dies. That means all the combat actions leading up to death are completely unaffected. And further, the mechanic scales to need.</p><p></p><p>If in one game, players don't die at all due to other circumstances, the drama point system never comes into play. If the players die alot, it comes into play quite a bit.</p><p></p><p>Further, in the spirit of 5e dials, it very customizable to the DM. Some dms give every pc 1 drama point, some give 5, some give 0. Some require it to give a lingering wound, some don't. But all of there decisions around this one mechanic have no effect on the rest of the game at all, which is an amazingly effective tool.</p><p></p><p>I am not suggesting that your ideas are bad, in fact I think as the main gaming system interface I think its a great start. But ultimately as you start adding in all the bonuses and customization you will start to see wear around the edges. The drama point type mechanic is simply the best mechanic I have seen to address it.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 5788513, member: 5889"] Your example is simply one of many different ways to utilize such an effect. Try this for example: DM: "The Ogre hits you for a massive 52 points of damage." Player: "Damn it....that kills me. Ok, I play my drama point to stay alive". DM: "The orge smashes you down unconscious, crushing one of your legs in the process. While healing will ultimately help you recover, there will be a lingering wound there that shall never fully heal". What a great cinematic, works with flavor (pcs often have near death experiences) and you can now introduce permanent wounds into the dnd system. Karinsdad, I used to agree with your type of system a great deal. But after I've tried my own version and my own gaming system I realized how incredibly hard it is. As I mentioned earlier, this thread shows some of the basic difficulties, and we haven't even scratched the surface on the numbers of options players will likely have access to in the full game. You can try and create a number of different game mechanics to solve this, but the more general they are, the more unintended consequences they have. Take healing for example. Perhaps I can fix a deadlier system by adding in more healing. Well....that has its own consequences to. The reason I have fallen in love with "drama/fate/hero point" systems so much is that you can tailor them as scalpel mechanics that only hit a very specific portion of the game. Let us assume that the example I gave above is the main use of this drama point, it only works when a player dies. That means all the combat actions leading up to death are completely unaffected. And further, the mechanic scales to need. If in one game, players don't die at all due to other circumstances, the drama point system never comes into play. If the players die alot, it comes into play quite a bit. Further, in the spirit of 5e dials, it very customizable to the DM. Some dms give every pc 1 drama point, some give 5, some give 0. Some require it to give a lingering wound, some don't. But all of there decisions around this one mechanic have no effect on the rest of the game at all, which is an amazingly effective tool. I am not suggesting that your ideas are bad, in fact I think as the main gaming system interface I think its a great start. But ultimately as you start adding in all the bonuses and customization you will start to see wear around the edges. The drama point type mechanic is simply the best mechanic I have seen to address it. [/QUOTE]
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