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General Tabletop Discussion
*Dungeons & Dragons
The Problem with Healing Powercreep
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<blockquote data-quote="tetrasodium" data-source="post: 9504742" data-attributes="member: 93670"><p>Every single one of those characters that you mention behave as if they expect being injured or killed to be a real possibility, that requires a real & plausible chance of death or meaningful injury☆ because most players are not paid actors putting on a for profit production made for passive viewer consumption like critical roll. </p><p></p><p>The difference between the actions choices & behavior of a player who knows their PC could plausibly die & a player who is certain that death is implausible or flat out impossible is perfectly demonstrated by Invincible & Omni Man vrs the Flaxans in the spoiler'd clip below. </p><p>[spoiler]</p><p>Invincible is in blue & yellow</p><p>Omniman is in grey & red.</p><p>[MEDIA=youtube]hJ9UUnYybfw[/MEDIA]</p><p>[/spoiler]</p><p>Since you are also trying to shift it from <u><em>playing</em></u> games to being about it about <em><u>telling</u></em> stories, that difference also impacts the stories that can be told.. there's even <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/MarySue" target="_blank">a term</a> for the result of stories about characters who behave & act as if they have plot armor. The key difference between <u><em>playing</em></u> a game & <u><em>telling</em></u> a story is how changing that verb dramatically changes the results, you can't simply pretend that the two are interchangeable by ignoring the fact that doing so drafts other players to stand in for the role of the would be story <u><em>teller's</em></u> word processor.</p><p></p><p>Things like the extreme & excessive healing power creep/risk mitigation in 5e are very much in support of misusing those two not at all interchangeable verbs.</p><p></p><p>☆ some systems have other elements to fear before death(ie fate's consequence slots), d&d just has death now but hit point loss level drain & attribute damage were once things of concern in past editions too</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9504742, member: 93670"] Every single one of those characters that you mention behave as if they expect being injured or killed to be a real possibility, that requires a real & plausible chance of death or meaningful injury☆ because most players are not paid actors putting on a for profit production made for passive viewer consumption like critical roll. The difference between the actions choices & behavior of a player who knows their PC could plausibly die & a player who is certain that death is implausible or flat out impossible is perfectly demonstrated by Invincible & Omni Man vrs the Flaxans in the spoiler'd clip below. [spoiler] Invincible is in blue & yellow Omniman is in grey & red. [MEDIA=youtube]hJ9UUnYybfw[/MEDIA] [/spoiler] Since you are also trying to shift it from [U][I]playing[/I][/U] games to being about it about [I][U]telling[/U][/I] stories, that difference also impacts the stories that can be told.. there's even [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/MarySue']a term[/URL] for the result of stories about characters who behave & act as if they have plot armor. The key difference between [U][I]playing[/I][/U] a game & [U][I]telling[/I][/U] a story is how changing that verb dramatically changes the results, you can't simply pretend that the two are interchangeable by ignoring the fact that doing so drafts other players to stand in for the role of the would be story [U][I]teller's[/I][/U] word processor. Things like the extreme & excessive healing power creep/risk mitigation in 5e are very much in support of misusing those two not at all interchangeable verbs. ☆ some systems have other elements to fear before death(ie fate's consequence slots), d&d just has death now but hit point loss level drain & attribute damage were once things of concern in past editions too [/QUOTE]
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