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Walking Death
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5421848" data-attributes="member: 82106"><p>I don't think there's any fundamental issue with consumables, but I agree that these kinds of 'plot device' sorts of elements really don't belong in the realm of defined system mechanics. Poisoning someone like this isn't something that happens in combat, and outside of combat we're into the realm of unstructured play, skill challenges, and DM fiat. </p><p></p><p>I'd think a good article on how DMs can work in plot devices, the appropriate ways they can interact with mechanics when there is a transition from unstructured play to structured encounters, and related storytelling techniques would be a great thing. This is an area where most DMs are weak and opportunities to fudge things up are multitudinous. </p><p></p><p>This kind of thing has been a need since long before the advent of 4e as well. I don't know if it was ever touched on in the 3.5 days, but it was certainly an aspect of the game that was completely ignored back in AD&D. I seem to recall various attempts at different times to introduce game elements that operated in this space, but they were all largely similar to this Walking Death thing, pretty much useless as is.</p><p></p><p>Personally if I were introducing something like Walking Death into my game I would use the disease track to structure its effects on a PC. For an NPC I would just designate a plot effect, the NPC dies or the NPC is incapacitated for X amount of time, or the NPC's stats are modified in such-and-such a way (say if the PCs still have to encounter the NPC later). </p><p></p><p>In terms of costs for these kinds of 'plot devices' I don't think a fixed cost factor really works. I guess it is OK to have some sort of cost basis you can work from, but the cost really should be a reflection of the plot leverage gained by the players. If they were to say have a choice of fighting the NPC or offing them with a poison then charging them some gold so they can follow the more reliable and safer course is fine. Truthfully it is a choice between acting like adventurers and acting like part of the plot themselves at that point. Not much different from a PC wizard who can go adventuring to make money or kick back and sell magic items to make less money. Nobody in that case would complain that the less money is a 'cost' to the character, but it effectively is.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5421848, member: 82106"] I don't think there's any fundamental issue with consumables, but I agree that these kinds of 'plot device' sorts of elements really don't belong in the realm of defined system mechanics. Poisoning someone like this isn't something that happens in combat, and outside of combat we're into the realm of unstructured play, skill challenges, and DM fiat. I'd think a good article on how DMs can work in plot devices, the appropriate ways they can interact with mechanics when there is a transition from unstructured play to structured encounters, and related storytelling techniques would be a great thing. This is an area where most DMs are weak and opportunities to fudge things up are multitudinous. This kind of thing has been a need since long before the advent of 4e as well. I don't know if it was ever touched on in the 3.5 days, but it was certainly an aspect of the game that was completely ignored back in AD&D. I seem to recall various attempts at different times to introduce game elements that operated in this space, but they were all largely similar to this Walking Death thing, pretty much useless as is. Personally if I were introducing something like Walking Death into my game I would use the disease track to structure its effects on a PC. For an NPC I would just designate a plot effect, the NPC dies or the NPC is incapacitated for X amount of time, or the NPC's stats are modified in such-and-such a way (say if the PCs still have to encounter the NPC later). In terms of costs for these kinds of 'plot devices' I don't think a fixed cost factor really works. I guess it is OK to have some sort of cost basis you can work from, but the cost really should be a reflection of the plot leverage gained by the players. If they were to say have a choice of fighting the NPC or offing them with a poison then charging them some gold so they can follow the more reliable and safer course is fine. Truthfully it is a choice between acting like adventurers and acting like part of the plot themselves at that point. Not much different from a PC wizard who can go adventuring to make money or kick back and sell magic items to make less money. Nobody in that case would complain that the less money is a 'cost' to the character, but it effectively is. [/QUOTE]
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