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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8676253" data-attributes="member: 82106"><p>What about the 'death spiral' sort of issue? Is this really going to be fun enough if you actually push to use it? </p><p></p><p>I mean, Torchbearer 2 does this sort of thing, hard, but it REALLY leans into it and makes the overwhelming focus of the game avoiding venturing too deep into the 'exhaustion pit'. You MUST go in some ways just to travel and do basic stuff, but most of the game really revolves around figuring out how to engineer the proper number and frequency of camp phases in order to avoid being sucked all the way down to so many penalties on every check that you can do nothing but get that last condition (dead).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8676253, member: 82106"] What about the 'death spiral' sort of issue? Is this really going to be fun enough if you actually push to use it? I mean, Torchbearer 2 does this sort of thing, hard, but it REALLY leans into it and makes the overwhelming focus of the game avoiding venturing too deep into the 'exhaustion pit'. You MUST go in some ways just to travel and do basic stuff, but most of the game really revolves around figuring out how to engineer the proper number and frequency of camp phases in order to avoid being sucked all the way down to so many penalties on every check that you can do nothing but get that last condition (dead). [/QUOTE]
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On simulating things: what, why, and how?
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