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Stun/Paralysis effects
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<blockquote data-quote="StarFyre" data-source="post: 4006568" data-attributes="member: 26055"><p><strong>hmm</strong></p><p></p><p>I think the difference is playstyles..which I should hve mentioned; and the people who don't like some of the changes I assume are more like my players and My dm styles.</p><p></p><p>We treat the game worlds really as a simulation of real life; tons of fine details for that and it takes more time.</p><p></p><p>What this means is, alot of stuff we use to give that sense of it being like a fully real world.</p><p></p><p>We even go to the lengths of having programs on our laptops to calculate physics forumlae for speed, etc to figure stuff out as close to exact as we can. </p><p></p><p>Ie. a player one had a giant boulder lifted high in the air, and came down as a meteor. we calculated, to an estimation of course, the damge we would expect from soemthing at that speed, etc.</p><p></p><p>My players like that sense of realism; where it's like any RPG but the danger is real.</p><p></p><p>Ie. a lot of stuff that the game uses as HP damage, that logically should kill instantly..in our games, it does. You don't even want to know what some of the traps are like in our games, espec since I don't let them use dice rolls to disarm them..they have to tell me how they disarm it for real! (ie. traps I do are drawn out like real traps and if i can, i show an engineer friend to ensure the trap , in his opinion, could work the way i want). then when the players find it, if they do, i show them the mechanism i drew, and they really have to figure out how to do it. (it helps with real life problem solving, instead of a dice roll)</p><p></p><p>but my players expect and like that. it makes the world seem real to them and they say helps them imagine everything...so that is the style i go for. ultra dangerous, hyper real, as far as i can make it.</p><p></p><p>I think I should correct myself, incase i insulted anyone. I think it was my mistake.</p><p>My players prefer the roleplay experience almost to the level of a live action, real life styled rpg, so a person getting incapacitated doesn't bother them, since it's expected that it might happen.</p><p></p><p>In that sense, the find the 4E rules are toning it down to a point that they don't like it. Not all are like that...the group is split about 5 who like our current style, adn 2 who prefer a 'lighter' style..but overall, they are ok playing with my current Dm style...i am sure they would like an 'easier' DM.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>once again, sorry if i insulted anyone <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Sanjay</p></blockquote><p></p>
[QUOTE="StarFyre, post: 4006568, member: 26055"] [b]hmm[/b] I think the difference is playstyles..which I should hve mentioned; and the people who don't like some of the changes I assume are more like my players and My dm styles. We treat the game worlds really as a simulation of real life; tons of fine details for that and it takes more time. What this means is, alot of stuff we use to give that sense of it being like a fully real world. We even go to the lengths of having programs on our laptops to calculate physics forumlae for speed, etc to figure stuff out as close to exact as we can. Ie. a player one had a giant boulder lifted high in the air, and came down as a meteor. we calculated, to an estimation of course, the damge we would expect from soemthing at that speed, etc. My players like that sense of realism; where it's like any RPG but the danger is real. Ie. a lot of stuff that the game uses as HP damage, that logically should kill instantly..in our games, it does. You don't even want to know what some of the traps are like in our games, espec since I don't let them use dice rolls to disarm them..they have to tell me how they disarm it for real! (ie. traps I do are drawn out like real traps and if i can, i show an engineer friend to ensure the trap , in his opinion, could work the way i want). then when the players find it, if they do, i show them the mechanism i drew, and they really have to figure out how to do it. (it helps with real life problem solving, instead of a dice roll) but my players expect and like that. it makes the world seem real to them and they say helps them imagine everything...so that is the style i go for. ultra dangerous, hyper real, as far as i can make it. I think I should correct myself, incase i insulted anyone. I think it was my mistake. My players prefer the roleplay experience almost to the level of a live action, real life styled rpg, so a person getting incapacitated doesn't bother them, since it's expected that it might happen. In that sense, the find the 4E rules are toning it down to a point that they don't like it. Not all are like that...the group is split about 5 who like our current style, adn 2 who prefer a 'lighter' style..but overall, they are ok playing with my current Dm style...i am sure they would like an 'easier' DM. :) once again, sorry if i insulted anyone :( Sanjay [/QUOTE]
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