@Theory of Games
I always base leveling and attributes of a character in fiction based on what they actually are observed to do, not on the "aura" around them. Of course, since the fiction writer wasn't making the scenario to be 100% congruent to a set of game rules, and since neither the scenario nor any RPG are perfectly realistic, there is never an exact match. But I think my take comes pretty close as a translation even if ultimately this is all a set of opinions.
Yeah my first mistake here was even entertaining a conversation about "What if John McClane was a D&D character". D&D could never ever do
Die Hard or anything resembling it. Next point ---
If your PC did fine it was because you cheated. Straight up. You fudged the dice.
We didn't fudge dice, but we did use tactics like avoiding fights with a lot of stealth and negotiation. If that's cheating then you're playing the game wrong
I played 1e AD&D too long not fudging the dice to believe otherwise. And yes, I am well aware being asked for a saving throw is itself failure, but way to many 1e AD&D saving throws come down to by the numbers 50/50 save or die, and way too many get forced on you by non-passive NPCs etc to believe any of this.
You have your experiences and I have mine. Clearly, your group(s) played a more haphazard style of D&D.
I know my players in the era were fudging, because their average rolls were probably around a 15. I have observed players never roll under a 10 for most of a year. I tolerated it because it wasn't worth fighting over, I didn't want to strain friendships and as long as the other players weren't complaining to me I wasn't being hurt.
We rolled out in the open so there was no question of results, even during chargen. If we failed a roll, we failed - it's just a game
Both strawman and a lack of genre awareness.
Your use of the term "Strawman" here makes no sense BTW
Not only does access to metacurrency not mean that characters don't "winwinwin" all the time in every situation, but the heroic fiction that inspires games of this sort always comes down to the hero being able to reliably win against the odds.
Win
in the end, but most if not all fictional heroes take a beating before they eventually win. It's how drama works.
The hero of a movie or novel always has plot protection that doesn't exist in a purely random universe.
In your opinion. I say the heroes are exceptional people, like McClane, Legolas, Ethan Hunt, James Bond, Conan, ect. Every day
real people survive near-death experiences because they were skilled and/or lucky - no plot armor required
I perma-killed like 8 characters in a party of 6 by 10th level in my last D&D campaign despite metacurrency, not counting two uses of raise dead as kills, and untold numbers of occasions PCs got down to -6 or -9 hit points and frantic first aid checks and unusual tactics like bull rushes were necessary to save a dying PC. Not sure how much higher the death toll would be without metacurrency but it would be a good deal higher.
Or - if those were your characters - you might just suck at playing the game. If it was other players in your group, sucking might still apply. After running ttrpgs for various groups for decades on- & offline I've learned many players are
terrible at roleplaying. Especially combat (which I think is why so many players rage against 'combat-intensive' rpgs) as few players (and GMs) understand that studying real-world combat strategy actually helps at the table
Metacurrency allows me to play the game without always metagaming as a GM, putting on kid gloves and minding all the scenarios where on average you kill 35-50% of the party just to randomness.
Ultimately, I'm not knocking Metacurrencies altogether. It's like with riding a bike: some people can just jump on & ride, while others need a helmet and pads for added protection. Metacurrencies are protections for those who need them
So are hit points. In the most basic form they help you not die from attacks that can theoretically kill you. They, in fact, at some point make it impossible without other mechanics that bypass them in some fashion. The fact they're a narrow metacurrancy doesn't make them less of one.
Luck applied as an ablative value is a metacurrancy. That's often just what a metacurrancy in a given game represents, at least in part.
Metacurrencies are spent in exchange for temporary advantages. Hit Points don't work like that. At least not in most of the ttrpgs that have them
Not reliably. If you think otherwise, your sample size is too small.
Well Metacurrencies aren't 100% reliable in all situations either. But the big difference is a lucky roll is the strong natural foundation of emergent gameplay. What Metacurrencies do is turn organic natural roleplaying into a manufactured staged sort of storytelling. Now if you like canned storygaming, then Metacurrencies are clearly very valuable - but I like knowing that everything that happens in-character is natural and spontaneous (including failure)
I'm sorry, but I think you're simply wrong here. I started with OD&D and I saw PCs die in droves. I saw more of them do so in RQ.
As I stated above, IME PC death usually has more to do with poor roleplaying than how an rpg system functions. There's tactics to
every game. But, I will also concede that older editions of D&D were decidedly deadly - a perk IMO
If your claim is nothing resembling metacurrancy is required to survive with any consistency in games with quasi-realistic damage rules and regular combat, I just have to firmly say all evidence I have is you're wrong, and if you've seen otherwise in such games you've seen amazing streaks of good luck on the players parts.
Your evidence. Are you suggesting that older edition D&D PCs never survived? None of them? Are all the stories of groups getting to levels 7-10 and retiring their PCs all vicious lies?
I'm not talking about "occasional". I'm talking about regular failure leading to character losses. To the point in RQ I had, by about a year in, a literal sheaf of sheets from dead characters. At the lower levels in OD&D it was even worse.
Well, sometimes we just roll bad. One thing about dice rolls though:
they're fair. What happens, happens. No staged or manufactured outcomes or plot armor. But, I understand some people enjoy storytelling exercises as opposed to playing a ttrpg. To each their own
