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<blockquote data-quote="Scribble" data-source="post: 4290029" data-attributes="member: 23977"><p>I dissagree with the "high degree" part. </p><p></p><p>Yes, 1st level characters are tougher then 1st level characters of previous editions, sure. But so are the monsters.</p><p></p><p>The end result is that the players have the ability to keep their characters alive, without relying too much on player luck.</p><p></p><p>There is still some luck involved, but it isn't mainly luck since now, you can take a couple really unlucky hits and still have time to back off and recoup.</p><p></p><p>If you play stupidly (act foolishly and don't think about what you're doing) you're still going to die quickly.</p><p></p><p></p><p></p><p>Nothing I said was meant to be an edition war, or elude to one. Just because I dissagree with you, doesn't make it an edition war thanks!</p><p></p><p>What my comment meant was this:</p><p></p><p>The change to the mechanics, I feel, supports the story more. Now the player can immerse himself in the story of his character.</p><p></p><p>When I read stories of heroes, they always manage to overcome obstacles through luck, guile, or newfound skills. Unfortunately, in D&D it seems to boil down to whether or not, I, as a player, am lucky enough to survive the first couple of levels. </p><p></p><p>That always took ME out of the game. It wasn't a story about my character anynmore. It was a story about ME the gamer, trying to keep my character alive.</p><p></p><p>Now, even if I'm the most unlucky player in the world, I still have a chance to tel a story about my character who happens to survive to be a hero through a combination of luck and skill. (As long as I don't play stupidly.)</p><p></p><p>I guess what I'm saying is that I see two different tyopes of luck:</p><p></p><p>Player luck, and Character luck.</p><p></p><p>Character luck shouldn't be modeled after player luck. I'm not always a storybook hero. I don't always have the lucky breaks they get in the stories.</p><p></p><p>Character luck can be modeled more effectively through the powers and such. Aka A lucky break allows you to slip your sword into your opponents weak spot... + 4d6...</p><p></p><p>To me this more accurately resembles the stories where a character blindly stabbs out and manages to kill his opponent. </p><p></p><p>As opposed to hoping I as The Player manage to score a crit, or do really good damage.</p></blockquote><p></p>
[QUOTE="Scribble, post: 4290029, member: 23977"] I dissagree with the "high degree" part. Yes, 1st level characters are tougher then 1st level characters of previous editions, sure. But so are the monsters. The end result is that the players have the ability to keep their characters alive, without relying too much on player luck. There is still some luck involved, but it isn't mainly luck since now, you can take a couple really unlucky hits and still have time to back off and recoup. If you play stupidly (act foolishly and don't think about what you're doing) you're still going to die quickly. Nothing I said was meant to be an edition war, or elude to one. Just because I dissagree with you, doesn't make it an edition war thanks! What my comment meant was this: The change to the mechanics, I feel, supports the story more. Now the player can immerse himself in the story of his character. When I read stories of heroes, they always manage to overcome obstacles through luck, guile, or newfound skills. Unfortunately, in D&D it seems to boil down to whether or not, I, as a player, am lucky enough to survive the first couple of levels. That always took ME out of the game. It wasn't a story about my character anynmore. It was a story about ME the gamer, trying to keep my character alive. Now, even if I'm the most unlucky player in the world, I still have a chance to tel a story about my character who happens to survive to be a hero through a combination of luck and skill. (As long as I don't play stupidly.) I guess what I'm saying is that I see two different tyopes of luck: Player luck, and Character luck. Character luck shouldn't be modeled after player luck. I'm not always a storybook hero. I don't always have the lucky breaks they get in the stories. Character luck can be modeled more effectively through the powers and such. Aka A lucky break allows you to slip your sword into your opponents weak spot... + 4d6... To me this more accurately resembles the stories where a character blindly stabbs out and manages to kill his opponent. As opposed to hoping I as The Player manage to score a crit, or do really good damage. [/QUOTE]
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