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[+] What can D&D 5E learn from video games?
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<blockquote data-quote="overgeeked" data-source="post: 9092974" data-attributes="member: 86653"><p>That's a good idea. I wouldn't want to cost the monster any effectiveness, i.e. give up an actual action, to telegraph...but something like at the top of the round the dragon plants both feet and takes a big inhaled breath as narration to prompt the players. </p><p></p><p>Something like this would definitely need to be combined with cheap or free and easy to access resurrection. Something like an adventurer's guild with guaranteed resurrection but you go into debt for each one. In my experience as a raid healer in WoW, players love to stand in the fire...so quite a few PCs will just ignore the telegraph and derp into a dead character regularly.</p><p></p><p>It would probably be easier to put damage thresholds on monsters. Fire does a minimum of 20 damage; lightning does a max of 20 damage. Or something like that. Fiddling with the dice and making rolling damage take longer would slow down the game and I'm not sure that would be worth it. But flipping it from the player to the monster and making it static might work just as well while keeping things moving.</p><p></p><p>Yeah. I'm a big fan of diegetic advancement. Lots of minigames could be fun. It just depends on how they're implemented. Bespoke mechanics for each one would quickly fill entire books with minigames. That's not necessarily bad, but not the greatest use of time or money. Something like a better implementation of skill challenges and giving overviews of various minigames would, I think, work a lot better.</p><p></p><p>I'm not sure how isolated they should be. Part of me would want them to feed into each other or feed into the regular adventuring part of the game. Go fishing and catch a great fish that when cooked offers a buff to the party or something like that. In video games minigames are used as a break from the main portion of the game, to keep you playing but to let you relax and settle down after intense fights or whatever. Some minigames are in themselves stressful and wild, but they're a different kind of stressful and wild to the main game, typically. </p><p></p><p>Building in more downtime between adventures then providing a framework for minigames might work.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9092974, member: 86653"] That's a good idea. I wouldn't want to cost the monster any effectiveness, i.e. give up an actual action, to telegraph...but something like at the top of the round the dragon plants both feet and takes a big inhaled breath as narration to prompt the players. Something like this would definitely need to be combined with cheap or free and easy to access resurrection. Something like an adventurer's guild with guaranteed resurrection but you go into debt for each one. In my experience as a raid healer in WoW, players love to stand in the fire...so quite a few PCs will just ignore the telegraph and derp into a dead character regularly. It would probably be easier to put damage thresholds on monsters. Fire does a minimum of 20 damage; lightning does a max of 20 damage. Or something like that. Fiddling with the dice and making rolling damage take longer would slow down the game and I'm not sure that would be worth it. But flipping it from the player to the monster and making it static might work just as well while keeping things moving. Yeah. I'm a big fan of diegetic advancement. Lots of minigames could be fun. It just depends on how they're implemented. Bespoke mechanics for each one would quickly fill entire books with minigames. That's not necessarily bad, but not the greatest use of time or money. Something like a better implementation of skill challenges and giving overviews of various minigames would, I think, work a lot better. I'm not sure how isolated they should be. Part of me would want them to feed into each other or feed into the regular adventuring part of the game. Go fishing and catch a great fish that when cooked offers a buff to the party or something like that. In video games minigames are used as a break from the main portion of the game, to keep you playing but to let you relax and settle down after intense fights or whatever. Some minigames are in themselves stressful and wild, but they're a different kind of stressful and wild to the main game, typically. Building in more downtime between adventures then providing a framework for minigames might work. [/QUOTE]
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