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<blockquote data-quote="DND_Reborn" data-source="post: 8142308" data-attributes="member: 6987520"><p>Catching up on this thread reminds me of my first attempt at making my own RPG about twenty years ago. My friend, Joe, and I spent about a year working on it, having finished abilities, races, combat, magic, and a few other systems. The game was called "The New Game" at first, but once we worked on it for a while the final name became obvious to us: "Mortality."</p><p></p><p>Any good attack or spell <em>could</em> kill you at any moment. The better your skills/experience, the less likely this will happen, but it can still happen. We also balanced it so weapons not normally used in games like D&D, such as the whip, actually had a place in our game and were effective.</p><p></p><p>Anyway, I brought it up because I remember a time play testing it with one of my old D&D group members, and a heavy crossbow critical hit killed his PC outright. He looked at me and was stunned. "What the... how did that happen?" he asked. "Your character did something stupid and got killed when he should have looked for another solution." I shrugged, "Welcome to Mortality." and I grinned.</p><p></p><p>The point a lot of people are making (myself included) about 5E is the default design is pretty easy to survive, especially once you reach tier 2. But, the game is designed so a DM can very easily ramp up the difficulty/lethality if they want to.</p><p></p><p>We've just started a new Shadowrun 2E game, and as DM I was pleasantly reminded of a section in the DM part about simple adjustments you could make as DM to make the game more lethal or less lethal or keep it at its default.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8142308, member: 6987520"] Catching up on this thread reminds me of my first attempt at making my own RPG about twenty years ago. My friend, Joe, and I spent about a year working on it, having finished abilities, races, combat, magic, and a few other systems. The game was called "The New Game" at first, but once we worked on it for a while the final name became obvious to us: "Mortality." Any good attack or spell [I]could[/I] kill you at any moment. The better your skills/experience, the less likely this will happen, but it can still happen. We also balanced it so weapons not normally used in games like D&D, such as the whip, actually had a place in our game and were effective. Anyway, I brought it up because I remember a time play testing it with one of my old D&D group members, and a heavy crossbow critical hit killed his PC outright. He looked at me and was stunned. "What the... how did that happen?" he asked. "Your character did something stupid and got killed when he should have looked for another solution." I shrugged, "Welcome to Mortality." and I grinned. The point a lot of people are making (myself included) about 5E is the default design is pretty easy to survive, especially once you reach tier 2. But, the game is designed so a DM can very easily ramp up the difficulty/lethality if they want to. We've just started a new Shadowrun 2E game, and as DM I was pleasantly reminded of a section in the DM part about simple adjustments you could make as DM to make the game more lethal or less lethal or keep it at its default. [/QUOTE]
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