AnotherGuy
Hero
How does falling down damage factor into balanced play?I think the natural answer would be balanced play.
EDIT: Hence my mention of the word areas.
How does falling down damage factor into balanced play?I think the natural answer would be balanced play.
Um, I'd just like to point out that Frodo was easily level 2, and his GM kind of screwed him over by giving him a cursed item at that level, not an artifact.Alternatively, a popular option is to present the PC as breaking some rule of the game world (or, less severely, having something that's outside of the baseline expectations for the setting), and making that be a focal point of play. Middle Earth was very much a low-magic world, but The Lord of the Rings still had no problem starting out giving a major artifact to a 1st-level halfling thief (who inherited it from his rich uncle).
Remind me not to cross grandma Alzrius! Good questions in the post - I'll endure an unreconcilable dragonborn (the species) if it's an infrequent or short-term game. But as GM, it's much easier for me to have fun if I enjoy my character, which is the setting. Gears that grind against that probably belong in a different GM's game.But what happens when this doesn't work? If a GM doesn't want to a play in a game where the expectation is that the PCs are special, or if a player insists on having their PC be distinctive in some way that contravenes the setting, and no reconciliation of these ideas is possible?
That tends to be, as Grandma Alzrius liked to say, "when it's time to throw down." Of course, she said that through the telephone from across the glass panel, so that might not be the best advice.
Looked at that way, the halfing and the goliath having the same 'Strength' is a system artifact, the result of how stats are defined and used. STR is used for innate melee combat ability, the word strength more obviously applies to the goliath, but the game meaning may be broader, because it didn't want to break out strength/weight ratio, leverage, agility, precision, reflexes, etc into multiple stats and use a formula to determine from a combination of them how likely you are to hit/kill an enemy. Let's just use STR for melee, it's simpler. OK, it's simpler, it's not going to seem as realistic, at least, at natural-language face value.there's no reason why a halfling warrior can't take out an enemy just like a goliath can take an enemy out. Sure, how it "looks" when the halfling does it would be different that the goliath (even if the game mechanics say they have the same "strength" score and their weaponsdo the same "damage" amounts),
I'm glad it works for you, but my brain can't handle this. It bugs me quite a bit when representativeness of mechanics gets disconnected this way, and make the rules just seem arbitrary. To me one important function of the rules is to tell us something about the concepts they're representing, even if they wouldn't be an accurate simulation.This is really why I always come at the game from a narrative perspective, and not a mechanical one.
If one treats mechanics merely as the randomization of story, rather than what is "really happening", you can just ignore all the so-called discrepancies. Are halflings REALLY as strong or have the physics behind their actions like goliaths do? Doesn't matter. What matters is the narrative results of the halfling's actions in the story. And there's no reason why a halfling warrior can't take out an enemy just like a goliath can take an enemy out. Sure, how it "looks" when the halfling does it would be different that the goliath (even if the game mechanics say they have the same "strength" score and their weaponsdo the same "damage" amounts), but I do not need the mechanics to match the fiction on a 1-for-1 basis.
The mechanics make the board game feel equal amongst all the players, but the narrative that illustrates it can be more world appropriate.
Looked at that way, the halfing and the goliath having the same 'Strength' is a system artifact, the result of how stats are defined and used. STR is used for innate melee combat ability, the word strength more obviously applies to the goliath, but the game meaning may be broader, because it didn't want to break out strength/weight ratio, leverage, agility, precision, reflexes, etc into multiple stats and use a formula to determine from a combination of them how likely you are to hit/kill an enemy. Let's just use STR for melee, it's simpler. OK, it's simpler, it's not going to seem as realistic, at least, at natural-language face value.