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Community
General Tabletop Discussion
*Dungeons & Dragons
Weapons should break left and right
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<blockquote data-quote="Not a Decepticon" data-source="post: 9772380" data-attributes="member: 7020527"><p>I explained througfully that when I said RPGs are nto games I meant very specific board games, because you compared them to Risk in particular. Keeping harping on it after I explained, in reply to explanation even, feels like you ignored what I just said because it's easier to pretend I said something you can mock.</p><p></p><p>Well, giving non-casters actual abilities isntead of enforcing they're useful by putting arbitrary limits on casters, sounds like a good idea.</p><p></p><p>A bit exagerrated, but see the above post comparison between Conan and Legend of Zelda. Conan breaking his weapon, a single isntance in the story, controlled by the writer, is dramatic. Players in Breath of the Wild knowing their weapon WILL break and thus carrying around ridiculous amounts of weapons and never even using good ones because they may need them later, is comical.</p><p></p><p>Then why compare it to Risk in the first place?</p><p></p><p>So if I run out of spells and I want to keep playing I should just kill my character off? I'm sure actually getting more of the game this way than pretending I'm useful without spells.</p><p></p><p>If a challenge has no story element, especially one tied to player motivations, there is no challenge because every solution is always focused fire. I don't drop the challenges on my players either for the sake of it or with preplanned story in mind, but I give them opportunnities to create their story. That's how I see being a GM.</p><p></p><p>Every class is limited by hit points and argurably non-fighting classes are limited mroe because they effectively are told to not go into combat at all because they don't have enough hit points.</p></blockquote><p></p>
[QUOTE="Not a Decepticon, post: 9772380, member: 7020527"] I explained througfully that when I said RPGs are nto games I meant very specific board games, because you compared them to Risk in particular. Keeping harping on it after I explained, in reply to explanation even, feels like you ignored what I just said because it's easier to pretend I said something you can mock. Well, giving non-casters actual abilities isntead of enforcing they're useful by putting arbitrary limits on casters, sounds like a good idea. A bit exagerrated, but see the above post comparison between Conan and Legend of Zelda. Conan breaking his weapon, a single isntance in the story, controlled by the writer, is dramatic. Players in Breath of the Wild knowing their weapon WILL break and thus carrying around ridiculous amounts of weapons and never even using good ones because they may need them later, is comical. Then why compare it to Risk in the first place? So if I run out of spells and I want to keep playing I should just kill my character off? I'm sure actually getting more of the game this way than pretending I'm useful without spells. If a challenge has no story element, especially one tied to player motivations, there is no challenge because every solution is always focused fire. I don't drop the challenges on my players either for the sake of it or with preplanned story in mind, but I give them opportunnities to create their story. That's how I see being a GM. Every class is limited by hit points and argurably non-fighting classes are limited mroe because they effectively are told to not go into combat at all because they don't have enough hit points. [/QUOTE]
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