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Ranger Tank Armor
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<blockquote data-quote="I'm A Banana" data-source="post: 9252451" data-attributes="member: 2067"><p>What would happen if you just ran it as presented? The scout leaves. The party has no tank. They face encounters that are very strong. Someone dies. Maybe that person rolls a new character that is better in melee or they're more generous with their healing next time. Or, even better, they learn how to retreat. How to use the land. How to recruit NPC's. How to determine where to have their encounters.</p><p></p><p>IDK, obviously if this would be a bad experience that would make them grumpy, this isn't the best idea, but D&D is a game with a lot of tools, and they chose these tools, and it's either on them to make these tools work, or to choose different tools, right?</p><p></p><p>I'm reminded of the designers of <em>Breath of the Wild</em>. They noticed players would sometimes die when they fell off the first tower. Some said, hey, let's make it so that people don't die here. Others said, essentially, "Let them die." The latter won out, and it helps add to that game's feeling of autonomy and player empowerment. </p><p></p><p>Maybe....let them die?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9252451, member: 2067"] What would happen if you just ran it as presented? The scout leaves. The party has no tank. They face encounters that are very strong. Someone dies. Maybe that person rolls a new character that is better in melee or they're more generous with their healing next time. Or, even better, they learn how to retreat. How to use the land. How to recruit NPC's. How to determine where to have their encounters. IDK, obviously if this would be a bad experience that would make them grumpy, this isn't the best idea, but D&D is a game with a lot of tools, and they chose these tools, and it's either on them to make these tools work, or to choose different tools, right? I'm reminded of the designers of [I]Breath of the Wild[/I]. They noticed players would sometimes die when they fell off the first tower. Some said, hey, let's make it so that people don't die here. Others said, essentially, "Let them die." The latter won out, and it helps add to that game's feeling of autonomy and player empowerment. Maybe....let them die? [/QUOTE]
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