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The Troubadour's Travels - Low Magic [D&D 3.5/G'n'GR] [Recruiting]
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<blockquote data-quote="wysiwyg" data-source="post: 4915316" data-attributes="member: 16985"><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">Even a 1/40 chance of dying (when not doing something foolish) is a too high a probability imho. Consider that each encounter takes an average 8 rounds. Sometime within 5 encounters a PC, who isn’t rash, is likely to die (or at best be out of commission for a very long time). I don’t want to play a PC who always has to run away to avoid confrontations – even in situations where the odds are in his favour – just to survive. I'm assuming that most players would like to play hero-style PCs (not the super-heroe type) instead of the cowardly hide-hit-run away style.</span></span></span></p><p></p><p><span style="font-family: 'Verdana'"><span style="color: white">The game definitely caters for more realism than standard D&D. In real life, a soldier in any combat situation, no matter how seasoned or tough, is always in grave mortal danger. Even a veteran would not want to enter the fray and would likely surrender instead of facing superior numbers (or get shot to smithereens within seconds) – James Bond excluded of course. </span></span></p><p> </p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">In a fantasy game, where PCs would preferably survive, the natural rules have to bend. The question is: how much should they bend? Which scenarios should not be changed? </span></span></span></p><p></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">I am going on the following premises:</span></span></span></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">1.</span></span> </span><span style="font-family: 'Calibri'"><span style="font-size: 12px">PCs can certainly die.</span></span></span></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">2.</span></span> </span><span style="font-family: 'Calibri'"><span style="font-size: 12px">PCs will have a high probability of dying if they do something rash.</span></span></span></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">3.</span></span> </span><span style="font-family: 'Calibri'"><span style="font-size: 12px">PCs should be allowed to survive if they don’t do something rash/foolish in order to maximize the player’s enjoyment of their PCs (it does take a bit of work making a PC, not to mention that players often tend to get attached to a PC they have invested a lot into).</span></span></span></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">4.</span></span> </span><span style="font-family: 'Calibri'"><span style="font-size: 12px">The DM & the players have to all know in advance what they are in for as far as the above is concerned – just for the sake of avoiding frustration later.</span></span></span></p><p></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">So let’s say we wanted to eliminate ridiculous situations where overwhelming odds can be defeated – like 4 players storming the castle and taking on the whole army single handed. But on the other hand, I would not want to redo a new PC every few encounters. </span></span></span></p><p></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">All I’m saying is that we have to define what the game will be like, and ensure that the game rules allow this to happen. After we have done that, players can decide whether this is the game for them or not.</span></span></span></p></blockquote><p></p>
[QUOTE="wysiwyg, post: 4915316, member: 16985"] [FONT=Calibri][SIZE=3][COLOR=white]Even a 1/40 chance of dying (when not doing something foolish) is a too high a probability imho. Consider that each encounter takes an average 8 rounds. Sometime within 5 encounters a PC, who isn’t rash, is likely to die (or at best be out of commission for a very long time). I don’t want to play a PC who always has to run away to avoid confrontations – even in situations where the odds are in his favour – just to survive. I'm assuming that most players would like to play hero-style PCs (not the super-heroe type) instead of the cowardly hide-hit-run away style.[/COLOR][/SIZE][/FONT] [FONT=Verdana][COLOR=white]The game definitely caters for more realism than standard D&D. In real life, a soldier in any combat situation, no matter how seasoned or tough, is always in grave mortal danger. Even a veteran would not want to enter the fray and would likely surrender instead of facing superior numbers (or get shot to smithereens within seconds) – James Bond excluded of course. [/COLOR][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]In a fantasy game, where PCs would preferably survive, the natural rules have to bend. The question is: how much should they bend? Which scenarios should not be changed? [/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]I am going on the following premises:[/COLOR][/SIZE][/FONT] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]1.[/SIZE][/FONT] [/FONT][FONT=Calibri][SIZE=3]PCs can certainly die.[/SIZE][/FONT][/COLOR] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]2.[/SIZE][/FONT] [/FONT][FONT=Calibri][SIZE=3]PCs will have a high probability of dying if they do something rash.[/SIZE][/FONT][/COLOR] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]3.[/SIZE][/FONT] [/FONT][FONT=Calibri][SIZE=3]PCs should be allowed to survive if they don’t do something rash/foolish in order to maximize the player’s enjoyment of their PCs (it does take a bit of work making a PC, not to mention that players often tend to get attached to a PC they have invested a lot into).[/SIZE][/FONT][/COLOR] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]4.[/SIZE][/FONT] [/FONT][FONT=Calibri][SIZE=3]The DM & the players have to all know in advance what they are in for as far as the above is concerned – just for the sake of avoiding frustration later.[/SIZE][/FONT][/COLOR] [FONT=Calibri][SIZE=3][COLOR=white]So let’s say we wanted to eliminate ridiculous situations where overwhelming odds can be defeated – like 4 players storming the castle and taking on the whole army single handed. But on the other hand, I would not want to redo a new PC every few encounters. [/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]All I’m saying is that we have to define what the game will be like, and ensure that the game rules allow this to happen. After we have done that, players can decide whether this is the game for them or not.[/COLOR][/SIZE][/FONT] [/QUOTE]
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