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General Tabletop Discussion
*Dungeons & Dragons
Removing save-each-turn mechanic
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<blockquote data-quote="jodyjohnson" data-source="post: 6779838" data-attributes="member: 5590"><p>There are groups and scenarios where I would consider dropping the "Save every round" or Concentration mechanic from a spell. It would be largely contingent on the group being willing to break from 'D&D genre' conventions and be willing to abide by more Fictional/Narrative genre conventions.</p><p></p><p>The spells with both Concentration and "Save every round" tend to be those in the 'D&D genre' that are used to kill stuff faster while mitigating risk. Instead of killing stuff in a straightforward way (stab, stabbity, stab until dead) players treat them as efficient means to an end such as disabling a creature to make attacks more efficient or as an efficient defense against a creature they are in kind intending to kill.</p><p></p><p>However, if your players intention or desired scenario as a DM is to use them as your options for not killing, or to use them in a manner consistent with fantastic fiction and drama then the limitations are counter to your goal.</p><p></p><p>The 'D&D genre' is strong with many players. There is always a strong pull back to using such spells as a means of making fights easier because of the meta of hit points. Within the game, we understand that very few creatures can be slain with a single stab.</p><p></p><p>Ultimately they become game play mechanics rather than the narrative and dramatic elements that inspired them.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6779838, member: 5590"] There are groups and scenarios where I would consider dropping the "Save every round" or Concentration mechanic from a spell. It would be largely contingent on the group being willing to break from 'D&D genre' conventions and be willing to abide by more Fictional/Narrative genre conventions. The spells with both Concentration and "Save every round" tend to be those in the 'D&D genre' that are used to kill stuff faster while mitigating risk. Instead of killing stuff in a straightforward way (stab, stabbity, stab until dead) players treat them as efficient means to an end such as disabling a creature to make attacks more efficient or as an efficient defense against a creature they are in kind intending to kill. However, if your players intention or desired scenario as a DM is to use them as your options for not killing, or to use them in a manner consistent with fantastic fiction and drama then the limitations are counter to your goal. The 'D&D genre' is strong with many players. There is always a strong pull back to using such spells as a means of making fights easier because of the meta of hit points. Within the game, we understand that very few creatures can be slain with a single stab. Ultimately they become game play mechanics rather than the narrative and dramatic elements that inspired them. [/QUOTE]
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