Bill Zebub
“It’s probably Matt Mercer’s fault.”
This thread topic reminds me more and more of the adage "Good, fast, and cheap. Pick two."
But a similarly skilled NPC should be about on par mechanically with that PC, I believe. That's what I'm talking about. The fourth level character isn't better because they're a PC.
This thread topic reminds me more and more of the adage "Good, fast, and cheap. Pick two."
Eh. Honestly, a lot of it just turns on whether you want halfway realistic combat in the first place. I could design a fairly realistic damage system (note not the same as the full combat system, which has to factor in a lot more things to be realistic) in probably an hour. Layer a metacurrency system on that to buffer some of the most unpleasant consequences, and address other elements you might not want to deal with on a PC end regularly, and you'd be good to go, and it'd probably be more realistic than 80% or more of the damage systems out there without having excessive overhead.
It's just that probably 19 out of 20 people really wouldn't care.
Absolutely it depends on the system. That's where the "I think" comes in, because my games do what can be practically done to avoid PC superiority.Depends on the system. There's been a wave of Metacurrency (Hero Points, Bennies, Inspiration) games that have given PCs the advantage over everybody and everything they face. Because some people can't stomach failure![]()
But a similarly skilled NPC should be about on par mechanically with that PC, I believe. That's what I'm talking about. The fourth level character isn't better because they're a PC.
I disagree, I think they would care a lot, they would not like it. Part of the popularity of D&D and the trend toward more survivable characters is that many people want the heroic fantasy and that is not dying in a ditch to some random orc.Eh. Honestly, a lot of it just turns on whether you want halfway realistic combat in the first place. I could design a fairly realistic damage system (note not the same as the full combat system, which has to factor in a lot more things to be realistic) in probably an hour. Layer a metacurrency system on that to buffer some of the most unpleasant consequences, and address other elements you might not want to deal with on a PC end regularly, and you'd be good to go, and it'd probably be more realistic than 80% or more of the damage systems out there without having excessive overhead.
It's just that probably 19 out of 20 people really wouldn't care.
I hope you mean 'halfway' only idiomatically, not mathematically.
I disagree, I think they would care a lot, they would not like it. Part of the popularity of D&D and the trend toward more survivable characters is that many people want the heroic fantasy and that is not dying in a ditch to some random orc.
If you are mitigating the effect of "realism" by a meta currency, then it is no longer realistic, is it? I am not convinced that Savage World is that realistic, it is or can be more gritty.You clearly ignored my comment about applying metacurrancy. You can get perfectly good heroic fantasy out of a more realistic basic system than D&D with that as an overlay; as I noted, that's largely how Savage Worlds does it in broad strokes.
Other than familiarity, I don't flat out believe people care if their character survives because they spent some of their Goodie Points to survive even though its gritty at its root, or because there's a big fat abstraction that D&D calls hit points there. The latter just arrived first and became big, so now a lot of people are used to it, and the benefits of doing it the other way aren't things they care about.