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Scaling the number of off-hand attacks?
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<blockquote data-quote="Wik" data-source="post: 6626049" data-attributes="member: 40177"><p>Yikes. Why not give players the benefit of the doubt, and point out when things are happening in game that they haven't thought of? I don't really like the idea of a GM "Punishing" PCs. That implies superiority; if a GM is coming from a position of superiority, it's really not fun for players. And that's the whole point of gaming, right?</p><p></p><p></p><p></p><p>What armour check penalty? Also, it kind of does work that way in real life. Penalties from armour aren't really from the weight, but from the limited movement of your limbs. For example, I was working in roof trusses yesterday. Crawling on my hands and knees, 20 feet above the ground. When I wear my tool belt, which weighs MAYBE ten pounds, I'm unable to move at all. But take it off, and give me a ten pound skilsaw? I'm fine. The weight had nothing to do with it. </p><p></p><p>More to the point, wrap me in twenty or thirty pounds of metal armour, and I'll lose mobility. Condense it and put it on my back? No problem; most soldiers fight with more weight on their back, and they have no problem moving. </p><p></p><p></p><p></p><p>Sure. That explains why experienced duellists have never, ever, used two weapons in a fight. Oh, wait. </p><p></p><p>I'm guessing those chaps knew what they were doing. Shields are great, but so is a good main-gauche. You can use it to get a stab in past a guy's shield. It's loosely represented in D&D, but that's because we don't want the game going overboard simulating everything. If you want that, play Shadowrun. </p><p></p><p></p><p></p><p>Except... again, it doesn't always work like that. First, torches were used all the time in the past... and while they DID cause a lot of problems, choking to death wasn't really one of them. Plus, medieval buildings were fairly well ventilated. And, again, if you think that's what happens, shouldn't you warn PCs before they do it? Because while they might not be such torch experts as you, you could reliably assume that their characters would know more. </p><p></p><p>I know more about sailing than my player who is running a sailor. So if he does something stupid, I mention it to him, and ask "are you sure that's what you wanna do?" It's a lot nicer than saying "Okay, you go out to sea in bad weather without charts. Oops! You hit a rock, fall in the water, and die of hypothermia because you didn't maintain a proper deck watch."</p><p></p><p></p><p></p><p>Holy crap, dude. You really do like punishing your players. So... they're not allowed to make mistakes? They have to plan their way through every dungeon like strategists? And if their d20s hate them, they have a permanent mark against them? So, instead of a revolving door of death, you know have a revolving door of New PCs because the last one got crippled, blinded, and lost an arm? </p><p></p><p></p><p></p><p>Then don't describe damage as being hit. It's the armour being hit. It's being put in a worse position as you lose hit points, and losing tactical advantage. It's getting tired from the enemy's relentless attack. It's a near miss that cuts your face. It's feeling fear in your guy as the weight of the goblins' numbers presses in on you. Only when you're reduced to zero hit points did the attack actually "hit". </p><p></p><p>Which is a lot more dramatic to me. And more semi-realistic. </p><p></p><p>Anyways, long and short of it is, as someone who has played and GMed a lot of D&D, I'm not playing in your games.</p></blockquote><p></p>
[QUOTE="Wik, post: 6626049, member: 40177"] Yikes. Why not give players the benefit of the doubt, and point out when things are happening in game that they haven't thought of? I don't really like the idea of a GM "Punishing" PCs. That implies superiority; if a GM is coming from a position of superiority, it's really not fun for players. And that's the whole point of gaming, right? What armour check penalty? Also, it kind of does work that way in real life. Penalties from armour aren't really from the weight, but from the limited movement of your limbs. For example, I was working in roof trusses yesterday. Crawling on my hands and knees, 20 feet above the ground. When I wear my tool belt, which weighs MAYBE ten pounds, I'm unable to move at all. But take it off, and give me a ten pound skilsaw? I'm fine. The weight had nothing to do with it. More to the point, wrap me in twenty or thirty pounds of metal armour, and I'll lose mobility. Condense it and put it on my back? No problem; most soldiers fight with more weight on their back, and they have no problem moving. Sure. That explains why experienced duellists have never, ever, used two weapons in a fight. Oh, wait. I'm guessing those chaps knew what they were doing. Shields are great, but so is a good main-gauche. You can use it to get a stab in past a guy's shield. It's loosely represented in D&D, but that's because we don't want the game going overboard simulating everything. If you want that, play Shadowrun. Except... again, it doesn't always work like that. First, torches were used all the time in the past... and while they DID cause a lot of problems, choking to death wasn't really one of them. Plus, medieval buildings were fairly well ventilated. And, again, if you think that's what happens, shouldn't you warn PCs before they do it? Because while they might not be such torch experts as you, you could reliably assume that their characters would know more. I know more about sailing than my player who is running a sailor. So if he does something stupid, I mention it to him, and ask "are you sure that's what you wanna do?" It's a lot nicer than saying "Okay, you go out to sea in bad weather without charts. Oops! You hit a rock, fall in the water, and die of hypothermia because you didn't maintain a proper deck watch." Holy crap, dude. You really do like punishing your players. So... they're not allowed to make mistakes? They have to plan their way through every dungeon like strategists? And if their d20s hate them, they have a permanent mark against them? So, instead of a revolving door of death, you know have a revolving door of New PCs because the last one got crippled, blinded, and lost an arm? Then don't describe damage as being hit. It's the armour being hit. It's being put in a worse position as you lose hit points, and losing tactical advantage. It's getting tired from the enemy's relentless attack. It's a near miss that cuts your face. It's feeling fear in your guy as the weight of the goblins' numbers presses in on you. Only when you're reduced to zero hit points did the attack actually "hit". Which is a lot more dramatic to me. And more semi-realistic. Anyways, long and short of it is, as someone who has played and GMed a lot of D&D, I'm not playing in your games. [/QUOTE]
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