Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Roleplaying in D&D 5E: It’s How You Play the Game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 8504812" data-attributes="member: 42582"><p>In 4e D&D, the heroes take a beating, but push through the pain. A fiction to this effect is created - we see them be beaten up (eg the get pushed around, knocked down, poisoned, etc) - and then we see them recover and push through (they stand up, they shrug off the poison, they retake the positions they were pushed out of, etc).</p><p></p><p>But in a system the relies overwhelmingly on hp loss, I don't see the beating. Of course it can be asserted, or colourfully narrated. But where does it appear in the actual play of the game?</p><p></p><p>I mostly play death spiral systems (RM, Prince Valiant, Burning Wheel, MHRP/Cortex+ Heroic, Classic Traveller across combats though not within them).</p><p></p><p>Some involve fiction (eg RM, BW). Some are boxes-to-boxes (eg MHRP/Cortex+ a fair bit of the time). Classic Traveller is interesting because it's a bit like Baker's example of the oppressive heat - while injury within a given conflict is pure boxes-to-boxes, carrying penalties created in one scene into the next creates a sense of a "reality" that is hindering the character. Conversely, in Prince Valiant there is little carrying of penalties from conflict to conflict and so the actual attrition can sometimes feel box-to-box-y, though the corresponding drop in character ability helps give a general sense of a fiction in which the losing character is beset (the resolution is opposed pools with the margin of failure reducing the loser's pool for the next round of rolls). And Prince Valiant has other aspects in its mechanics (like very easy "p 42"-type stuff, crisp rules for situational modifiers and the like) that generate both leftward and rightward arrows.</p><p></p><p>I agree with this. It's also interesting to think about approaches where there is no capability loss, but the fiction is nevertheless changed.</p><p></p><p>One possibility might be this: being hit causes depletion of strength or will or whatever, but a 13th-Age escalation die steps up, generating at least an approximate counterbalance. But then, once the moment of crisis (encounter) is over, the escalation die goes away but the penalty is still there. I'm just making this up, but I think something along these lines could be a way of getting the "oppressive heat" effect without each combat involving a death spiral (though without taking steps - eg resting or healing - there might be an "adventure"-level death spiral).</p></blockquote><p></p>
[QUOTE="pemerton, post: 8504812, member: 42582"] In 4e D&D, the heroes take a beating, but push through the pain. A fiction to this effect is created - we see them be beaten up (eg the get pushed around, knocked down, poisoned, etc) - and then we see them recover and push through (they stand up, they shrug off the poison, they retake the positions they were pushed out of, etc). But in a system the relies overwhelmingly on hp loss, I don't see the beating. Of course it can be asserted, or colourfully narrated. But where does it appear in the actual play of the game? I mostly play death spiral systems (RM, Prince Valiant, Burning Wheel, MHRP/Cortex+ Heroic, Classic Traveller across combats though not within them). Some involve fiction (eg RM, BW). Some are boxes-to-boxes (eg MHRP/Cortex+ a fair bit of the time). Classic Traveller is interesting because it's a bit like Baker's example of the oppressive heat - while injury within a given conflict is pure boxes-to-boxes, carrying penalties created in one scene into the next creates a sense of a "reality" that is hindering the character. Conversely, in Prince Valiant there is little carrying of penalties from conflict to conflict and so the actual attrition can sometimes feel box-to-box-y, though the corresponding drop in character ability helps give a general sense of a fiction in which the losing character is beset (the resolution is opposed pools with the margin of failure reducing the loser's pool for the next round of rolls). And Prince Valiant has other aspects in its mechanics (like very easy "p 42"-type stuff, crisp rules for situational modifiers and the like) that generate both leftward and rightward arrows. I agree with this. It's also interesting to think about approaches where there is no capability loss, but the fiction is nevertheless changed. One possibility might be this: being hit causes depletion of strength or will or whatever, but a 13th-Age escalation die steps up, generating at least an approximate counterbalance. But then, once the moment of crisis (encounter) is over, the escalation die goes away but the penalty is still there. I'm just making this up, but I think something along these lines could be a way of getting the "oppressive heat" effect without each combat involving a death spiral (though without taking steps - eg resting or healing - there might be an "adventure"-level death spiral). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Roleplaying in D&D 5E: It’s How You Play the Game
Top