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<blockquote data-quote="clearstream" data-source="post: 8301883" data-attributes="member: 71699"><p>When one our players first started playing their Druid, they didn't have a good grasp of damage and hit points. Once, their Druid put themselves recklessly in danger against some bugbears from Grudd Haug who were pillaging an orchid (I was drawing on, but not following closely, SKT), and the dice as they fell would have killed them outright.</p><p></p><p>A measurable phenomena in play (I have measured it and others have written papers on it) is a specific kind of difficulty that leads to perseverance. In brief, if a game isn't taxing enough, players are less likely to engage with it, but if a game is too taxing they are more likely to switch off it. In this case, I saw that the challenge was too taxing so I reduced the damage. I think changing the number on the die by DM fiat is force.</p><p></p><p>One of the biggest initial factors in development of skill is what is called practice effect (nearly all players evidence sharp skill increases when they a) understand a game, and b) practice at it a few times). Through perseverance, a player gains understanding and practice. Through dealing less than lethal damage I conveyed that the stakes were high and that either a rapid escape or something remarkable was going to be needed. The player decided to try negotiation instead of flight, grasping that the bugbears needed something and maybe their character could help them get it. The thought their <em>charm person</em> might be effective on the one who seemed to be in charge. IIRC the scenario ended up with the druid escaping in the form of a bird, unfortunately.</p><p></p><p>Suppose I was right in what I believed about the player experience, and in this case they truly did gain skill from my forcing the damage roll. I think they also had greater opportunity to express skill than if they had been simply dead.</p><p></p><p></p><p>Your case, and the case in my edit, are not the same cases.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8301883, member: 71699"] When one our players first started playing their Druid, they didn't have a good grasp of damage and hit points. Once, their Druid put themselves recklessly in danger against some bugbears from Grudd Haug who were pillaging an orchid (I was drawing on, but not following closely, SKT), and the dice as they fell would have killed them outright. A measurable phenomena in play (I have measured it and others have written papers on it) is a specific kind of difficulty that leads to perseverance. In brief, if a game isn't taxing enough, players are less likely to engage with it, but if a game is too taxing they are more likely to switch off it. In this case, I saw that the challenge was too taxing so I reduced the damage. I think changing the number on the die by DM fiat is force. One of the biggest initial factors in development of skill is what is called practice effect (nearly all players evidence sharp skill increases when they a) understand a game, and b) practice at it a few times). Through perseverance, a player gains understanding and practice. Through dealing less than lethal damage I conveyed that the stakes were high and that either a rapid escape or something remarkable was going to be needed. The player decided to try negotiation instead of flight, grasping that the bugbears needed something and maybe their character could help them get it. The thought their [I]charm person[/I] might be effective on the one who seemed to be in charge. IIRC the scenario ended up with the druid escaping in the form of a bird, unfortunately. Suppose I was right in what I believed about the player experience, and in this case they truly did gain skill from my forcing the damage roll. I think they also had greater opportunity to express skill than if they had been simply dead. Your case, and the case in my edit, are not the same cases. [/QUOTE]
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