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On "Illusionism" (+)
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<blockquote data-quote="Deset Gled" data-source="post: 8974819" data-attributes="member: 7808"><p>Optimization is not binary. I do not judge GMs nor players by how well they optimize their characters, but I expect them both to try to create something effective. There is a lot of space between fudging a couple of numbers to avoid a TPK, and ignoring HP altogether.</p><p></p><p>I realize I didn't quote it, but I was specifically referring to OP's comment on hit points: </p><p></p><p>"For example, instead of giving the BBEG a fixed number of hit points, you can just simply decide when the BBEG goes down and then mark that down as the BBEG’s hit points retroactively." </p><p></p><p>I have seen this style of play discussed other places on the internet, as well. I don't like it. IMNSHO, it is a very extreme dive into illusionism. So extreme that it effectively nullifies many points of character building and tactics. After all, if the DM doesn't keep track of HP and the BBEG only and always falls when it is dramatically important for it to do so, what is the point of any modifier that you had to work for? Any strength increase that adds to damage, any tactic that gives a to-hit bonus, any spell buff, or any attempt at a save-or-die effect becomes pointless. Once a player realizes they're in a game that works this way, it completely changes the way the game is played.</p><p></p><p></p><p></p><p>I don't like it. IMNSHO, this is effectively punishing players for doing well. My suggestion is to reward them for doing well, then give them the option for more difficult challenges.</p><p></p><p>If the party wins the first orc battle easily, they are they are given gold, XP, etc. The party is then given an opportunity for another battle, where the number of orcs is increased, and the rewards are higher. This not only gives them positive feedback for winning, it gives them more interaction in the story/plot, and it's much more realistic for the orcs to retreat and regroup rather than just run into death like lemmings. This makes it a better option from the trinity of gamist, narrativist, and simulationist perspectives.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 8974819, member: 7808"] Optimization is not binary. I do not judge GMs nor players by how well they optimize their characters, but I expect them both to try to create something effective. There is a lot of space between fudging a couple of numbers to avoid a TPK, and ignoring HP altogether. I realize I didn't quote it, but I was specifically referring to OP's comment on hit points: "For example, instead of giving the BBEG a fixed number of hit points, you can just simply decide when the BBEG goes down and then mark that down as the BBEG’s hit points retroactively." I have seen this style of play discussed other places on the internet, as well. I don't like it. IMNSHO, it is a very extreme dive into illusionism. So extreme that it effectively nullifies many points of character building and tactics. After all, if the DM doesn't keep track of HP and the BBEG only and always falls when it is dramatically important for it to do so, what is the point of any modifier that you had to work for? Any strength increase that adds to damage, any tactic that gives a to-hit bonus, any spell buff, or any attempt at a save-or-die effect becomes pointless. Once a player realizes they're in a game that works this way, it completely changes the way the game is played. I don't like it. IMNSHO, this is effectively punishing players for doing well. My suggestion is to reward them for doing well, then give them the option for more difficult challenges. If the party wins the first orc battle easily, they are they are given gold, XP, etc. The party is then given an opportunity for another battle, where the number of orcs is increased, and the rewards are higher. This not only gives them positive feedback for winning, it gives them more interaction in the story/plot, and it's much more realistic for the orcs to retreat and regroup rather than just run into death like lemmings. This makes it a better option from the trinity of gamist, narrativist, and simulationist perspectives. [/QUOTE]
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