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Wandering Monsters 10/30/2013: Trick or Treat?
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<blockquote data-quote="I'm A Banana" data-source="post: 6210485" data-attributes="member: 2067"><p>Totally. Death is a very binary result. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> In my own 4e games, I've taken to minimizing death and using something like a <a href="http://www.enworld.org/forum/content.php?977-Shoot-for-the-Goal" target="_blank">goal tracker</a> instead, where failure basically affects the end state more so than the immediate process -- let the goblins reduce you to 0 hp, and the goblins earn a success toward their goal and begin to over-take the city and now it's less about crushing the goblins and more about saving the city, for instance.</p><p></p><p></p><p></p><p>Personally, I think those kind of suck. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I mean, it does little real harm, but it's missing out on the more interesting potential of having your heroes <em>fail</em>, and dealing with the fall out from that. I can totally imagine a sandbox game where checks revealed plot-hooks, it just means you're going to need 3-10 different plot hooks bopping about at any one time (which is a LOT of pre-prep for most D&D e's!). It's easy to default to a DM mode of "roll this meaningless check while I figure out the answer to this question," but it just eats up time, if there's no real option for failure.</p><p></p><p></p><p></p><p>Well, I did say <em>failure</em> state. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6210485, member: 2067"] Totally. Death is a very binary result. ;) In my own 4e games, I've taken to minimizing death and using something like a [URL="http://www.enworld.org/forum/content.php?977-Shoot-for-the-Goal"]goal tracker[/URL] instead, where failure basically affects the end state more so than the immediate process -- let the goblins reduce you to 0 hp, and the goblins earn a success toward their goal and begin to over-take the city and now it's less about crushing the goblins and more about saving the city, for instance. Personally, I think those kind of suck. ;) I mean, it does little real harm, but it's missing out on the more interesting potential of having your heroes [I]fail[/i], and dealing with the fall out from that. I can totally imagine a sandbox game where checks revealed plot-hooks, it just means you're going to need 3-10 different plot hooks bopping about at any one time (which is a LOT of pre-prep for most D&D e's!). It's easy to default to a DM mode of "roll this meaningless check while I figure out the answer to this question," but it just eats up time, if there's no real option for failure. Well, I did say [I]failure[/i] state. ;) [/QUOTE]
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