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Universal RPG's not Universal?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 3698191" data-attributes="member: 19675"><p>FWIW, there is even language in the 3.5Ed PHB (which, given the site in which we're posting, is probably pretty familiar to all here) that supports KS's rationale, though not quite as harsh an implementation.</p><p></p><p></p><p>In a very real sense, a PC choosing to ventilate his own skull is "at (his own) mercy," and is using a full round action to deliver a Coup de Grace to himself- meaning an auto hit, auto crit, and (if he has HP enough to survive the blow) a Fort save DC10 + damage dealt or die.</p><p></p><p>The Phineas Gages of the RW are rare...but in RPGs, it would seem they are slightly more common.</p><p></p><p></p><p>Nah- I'm not going to.</p><p></p><p></p><p>And that's what I'm talking about. There are simply certain situations that are so ridiculously dangerous that fatality or mortal injury is inevitable- but you don't railroad your PCs into them. You always,<em> always</em> give your PCs a choice.</p><p></p><p>The GM sets the table, the player chooses what the PC will eat. Some dishes are going to be ice cream, others will be jumbo-sized fugu...prepared by a housewife from Milwaukee. Choose the fugu and you get what you deserve...</p><p></p><p>If I tell my players a cliff top is 200yds above the ground with a face that is relatively crumbly, and they still decide to climb the cliff face, its not really GM fiat to say that a PC who critically fails (assuming the system has a gradation of failures & succeses) his climb check dies. The player was forewarned and took the risk.</p><p></p><p>Similarly, if your PC is in the bad end of the Dirty Harry "Do you feel lucky, punk?" type situation (highly experienced shooter who has the drop on you with an extremely lethal weapon)...and you decide to trust your luck? Failure is highly probable. Negotiation and/or surrender are much more likely to have a PC positive outcome.</p><p></p><p>Or suppose a 1st level party encounters a Dragon...Smaug's older, bigger, step second-cousin. Assuming they don't flee immediately in terror, they have several options. If the option they choose is to attack him because they'll "have the element of surprise," I'll let them have surprise, as in "Surprise, you're dead!"</p><p></p><p>If I set up an encounter that is ridiculously out of a party's capabilities, in all likelyhood, its a hint to turn around or negotiate or wait and observe, not rush headlong into some kind of confrontation, because unless there is divine intervention, rolling dice won't help you.</p><p></p><p>Its <em>not </em>nudging, its <em>not </em>fudging, and it <em>is</em> controlled. You were warned.</p><p></p><p>RE: Burning Empires & Burning Wheel:</p><p></p><p>Interesting language that I must admit supports your point. Must make discussions about unclear rules very interesting.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 3698191, member: 19675"] FWIW, there is even language in the 3.5Ed PHB (which, given the site in which we're posting, is probably pretty familiar to all here) that supports KS's rationale, though not quite as harsh an implementation. In a very real sense, a PC choosing to ventilate his own skull is "at (his own) mercy," and is using a full round action to deliver a Coup de Grace to himself- meaning an auto hit, auto crit, and (if he has HP enough to survive the blow) a Fort save DC10 + damage dealt or die. The Phineas Gages of the RW are rare...but in RPGs, it would seem they are slightly more common. Nah- I'm not going to. And that's what I'm talking about. There are simply certain situations that are so ridiculously dangerous that fatality or mortal injury is inevitable- but you don't railroad your PCs into them. You always,[I] always[/I] give your PCs a choice. The GM sets the table, the player chooses what the PC will eat. Some dishes are going to be ice cream, others will be jumbo-sized fugu...prepared by a housewife from Milwaukee. Choose the fugu and you get what you deserve... If I tell my players a cliff top is 200yds above the ground with a face that is relatively crumbly, and they still decide to climb the cliff face, its not really GM fiat to say that a PC who critically fails (assuming the system has a gradation of failures & succeses) his climb check dies. The player was forewarned and took the risk. Similarly, if your PC is in the bad end of the Dirty Harry "Do you feel lucky, punk?" type situation (highly experienced shooter who has the drop on you with an extremely lethal weapon)...and you decide to trust your luck? Failure is highly probable. Negotiation and/or surrender are much more likely to have a PC positive outcome. Or suppose a 1st level party encounters a Dragon...Smaug's older, bigger, step second-cousin. Assuming they don't flee immediately in terror, they have several options. If the option they choose is to attack him because they'll "have the element of surprise," I'll let them have surprise, as in "Surprise, you're dead!" If I set up an encounter that is ridiculously out of a party's capabilities, in all likelyhood, its a hint to turn around or negotiate or wait and observe, not rush headlong into some kind of confrontation, because unless there is divine intervention, rolling dice won't help you. Its [I]not [/I]nudging, its [I]not [/I]fudging, and it [I]is[/I] controlled. You were warned. RE: Burning Empires & Burning Wheel: Interesting language that I must admit supports your point. Must make discussions about unclear rules very interesting. [/QUOTE]
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