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General Tabletop Discussion
*TTRPGs General
Tension, Threats And Progression In RPGs
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<blockquote data-quote="Derren" data-source="post: 7731356" data-attributes="member: 2518"><p>Personally I think RPGs with a heavy focus on combat but no chance of death are boring. Or maybe I should say shallow.</p><p>Its simply easy mode with no chance to really lose. Oh sure they can fail in one story mission but there is always another one or even a way to recover. And most importantly they still get XP so it was a win.</p><p></p><p>Thats my problem with progression in D&D. Its entirely done by XP especially now with optional magical items. And not only do you always get some XP no matter what you do, you also can't lose it anymore (Any XP loss mechanic from the past has been deemed unfun which contributed to the easy mode gaming).</p><p>I rather prefer an advancment scheme which relies on equipment or status. Those are physical values which can be given and taken away so when the PCs screw up there is an actual danger of loss (other than death). Also it is visible in the game and thus can be referenced. In D&D there is no in game way to know if the fighter you are facing is a level 1 pushover or lvl 30 demigod. If equipment is a large part of advancement like for example in Traveller you can judge with in game information if you should mess with that enemy or not.</p><p>Downside is that in the default D&D murderhobo style you can advance quite quickly by killing things and taking their stuff. So its more commonly used in modern or scifi settings where taking stuff isnt all that easy and there are more ways to break stuff you do not want the PCs to have yet.</p></blockquote><p></p>
[QUOTE="Derren, post: 7731356, member: 2518"] Personally I think RPGs with a heavy focus on combat but no chance of death are boring. Or maybe I should say shallow. Its simply easy mode with no chance to really lose. Oh sure they can fail in one story mission but there is always another one or even a way to recover. And most importantly they still get XP so it was a win. Thats my problem with progression in D&D. Its entirely done by XP especially now with optional magical items. And not only do you always get some XP no matter what you do, you also can't lose it anymore (Any XP loss mechanic from the past has been deemed unfun which contributed to the easy mode gaming). I rather prefer an advancment scheme which relies on equipment or status. Those are physical values which can be given and taken away so when the PCs screw up there is an actual danger of loss (other than death). Also it is visible in the game and thus can be referenced. In D&D there is no in game way to know if the fighter you are facing is a level 1 pushover or lvl 30 demigod. If equipment is a large part of advancement like for example in Traveller you can judge with in game information if you should mess with that enemy or not. Downside is that in the default D&D murderhobo style you can advance quite quickly by killing things and taking their stuff. So its more commonly used in modern or scifi settings where taking stuff isnt all that easy and there are more ways to break stuff you do not want the PCs to have yet. [/QUOTE]
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