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*Dungeons & Dragons
They were all dead. The final arrow was an exclamation mark on everything that had led to this point.
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<blockquote data-quote="Cruentus" data-source="post: 9455327" data-attributes="member: 7034645"><p>I think this is heavily dependent on the campaign and expectations. I see a much more careful approach to going through adventures in OSE than 5e. OSE, at least when I run it, is almost always sandboxy, and as a result, characters/parties can encounter creatures that are beyond their ability to defeat. So then the decision is run or fight or talk. There are very few situations, especially with intelligent creatures in my game, where parlaying is an automatic dead end. </p><p></p><p>I readily admit that when rolls go bad, or parties encounter monsters that are just too tough for them, then deaths can occur. Those are the vagaries of the dice. But my players will always try to tip the scales, or learn as much about an enemy as they can, and try to plan how to approach things to minimize risk. That style of game is not everyone's cup of tea, though. </p><p></p><p>I also have Dolmenwood, and that will be my next campaign (when I get the books). I agree that there is a lot of room to tweak things. I use Carcass Crawler Fighting Styles (and weapon specialization from OSE:A), improved Thief Skills, and other optional rules to make fighters and other classes more interesting (i.e. anyone can specialize in my game, you just use your weapon slots to do so). I've also adopted some of the exploration and camping and foraging rules from Dolmenwood. </p><p></p><p>I use Goblin Punch's Death and Dismemberment rules as well, which, contrary to its name, are more survivable, though it results in downtime to heal injuries, often for weeks, and there are some severe results where limbs may be permanently injured, but those would also have outright killed an OSE character using the base game, so the player can decide how to proceed (dying, surviving but retiring, moving to the background as support when a new character steps forward, etc.)</p></blockquote><p></p>
[QUOTE="Cruentus, post: 9455327, member: 7034645"] I think this is heavily dependent on the campaign and expectations. I see a much more careful approach to going through adventures in OSE than 5e. OSE, at least when I run it, is almost always sandboxy, and as a result, characters/parties can encounter creatures that are beyond their ability to defeat. So then the decision is run or fight or talk. There are very few situations, especially with intelligent creatures in my game, where parlaying is an automatic dead end. I readily admit that when rolls go bad, or parties encounter monsters that are just too tough for them, then deaths can occur. Those are the vagaries of the dice. But my players will always try to tip the scales, or learn as much about an enemy as they can, and try to plan how to approach things to minimize risk. That style of game is not everyone's cup of tea, though. I also have Dolmenwood, and that will be my next campaign (when I get the books). I agree that there is a lot of room to tweak things. I use Carcass Crawler Fighting Styles (and weapon specialization from OSE:A), improved Thief Skills, and other optional rules to make fighters and other classes more interesting (i.e. anyone can specialize in my game, you just use your weapon slots to do so). I've also adopted some of the exploration and camping and foraging rules from Dolmenwood. I use Goblin Punch's Death and Dismemberment rules as well, which, contrary to its name, are more survivable, though it results in downtime to heal injuries, often for weeks, and there are some severe results where limbs may be permanently injured, but those would also have outright killed an OSE character using the base game, so the player can decide how to proceed (dying, surviving but retiring, moving to the background as support when a new character steps forward, etc.) [/QUOTE]
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Community
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They were all dead. The final arrow was an exclamation mark on everything that had led to this point.
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