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General Tabletop Discussion
*Dungeons & Dragons
Q&A 10/17/13 - Crits, Damage on Miss, Wildshape
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<blockquote data-quote="Celebrim" data-source="post: 6213141" data-attributes="member: 4937"><p>Well, then we are going to have to agree to disagree, because I see this as the exact opposite. Not being able to miss expresses uncommon luck or skill. Immediately following up with a second attack when one fails expresses, "getting on with things without hesitation". You can see this in the interactions it has with the rest of the fiction. Not being able to completely miss no matter how much more skilled the defender is than you are, implies you have uncommon luck or precision in your attacks. Whereas, not yielding the offensive and pouring on the attacks - even if they may be futile - implies relentlessness. </p><p></p><p>Earlier you say something interesting about encumbrance and immersion. Is not the emotional and decision experience of packing loads and planning logistics the experience of being burdened (with accounting)? I know backpackers that spend hours preparing their packs and thinking in terms of fractions of an ounce of weight carried. And isn't the experience of carrying a load the experience of being burdened with your load? If you don't track encumbrance, how do you ever create the experience of being overburdened? Or, conversely, if you don't track encumbrance, how do you ever create the experience of need - thing wanted, not found? I find that if you don't pay at least an occasional attention to the logistics of burdens, then no player ever imagines himself burdened no matter how much gear he ladens himself with, and no player ever finds himself in need because over time the entire contents of the equipment list finds itself into the character's mundane backpack. </p><p></p><p>"Food? Sure, I've got food. Rope? Torches. Tool kit. Grappling hook. Crowbar. Polearm. Two crossbows. Sledgehammer. Six large sacks, currently stuffed with assorted coins and art objects. Soap. Bag of salt. Bag of lemons. Three wineskins. Hooded lantern. Spikes. Hammer. 10' pole. portable battering ram. Five potions of healing. That tome we found in the old chapel. What, mule? Why would I need a mule?" </p><p></p><p>I bet it's a lengthy process scouring those sheets to see what options they have. I've done equipment checks before and found 10 str characters shouldering 150lb back packs. That's an experience that needs to be imagined. </p><p></p><p>What's your suggestion here for simulating the experience of too many things carried (or too little carried because the player was saving on weight or had to abandon his baggage) if encumbrance isn't it?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6213141, member: 4937"] Well, then we are going to have to agree to disagree, because I see this as the exact opposite. Not being able to miss expresses uncommon luck or skill. Immediately following up with a second attack when one fails expresses, "getting on with things without hesitation". You can see this in the interactions it has with the rest of the fiction. Not being able to completely miss no matter how much more skilled the defender is than you are, implies you have uncommon luck or precision in your attacks. Whereas, not yielding the offensive and pouring on the attacks - even if they may be futile - implies relentlessness. Earlier you say something interesting about encumbrance and immersion. Is not the emotional and decision experience of packing loads and planning logistics the experience of being burdened (with accounting)? I know backpackers that spend hours preparing their packs and thinking in terms of fractions of an ounce of weight carried. And isn't the experience of carrying a load the experience of being burdened with your load? If you don't track encumbrance, how do you ever create the experience of being overburdened? Or, conversely, if you don't track encumbrance, how do you ever create the experience of need - thing wanted, not found? I find that if you don't pay at least an occasional attention to the logistics of burdens, then no player ever imagines himself burdened no matter how much gear he ladens himself with, and no player ever finds himself in need because over time the entire contents of the equipment list finds itself into the character's mundane backpack. "Food? Sure, I've got food. Rope? Torches. Tool kit. Grappling hook. Crowbar. Polearm. Two crossbows. Sledgehammer. Six large sacks, currently stuffed with assorted coins and art objects. Soap. Bag of salt. Bag of lemons. Three wineskins. Hooded lantern. Spikes. Hammer. 10' pole. portable battering ram. Five potions of healing. That tome we found in the old chapel. What, mule? Why would I need a mule?" I bet it's a lengthy process scouring those sheets to see what options they have. I've done equipment checks before and found 10 str characters shouldering 150lb back packs. That's an experience that needs to be imagined. What's your suggestion here for simulating the experience of too many things carried (or too little carried because the player was saving on weight or had to abandon his baggage) if encumbrance isn't it? [/QUOTE]
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Q&A 10/17/13 - Crits, Damage on Miss, Wildshape
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