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What does the mundane high level fighter look like? [+]
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<blockquote data-quote="Crimson Longinus" data-source="post: 9179216" data-attributes="member: 7025508"><p>Oh no! I'll try to help, I think this is my fault!</p><p></p><p></p><p>Of course there is no actual "cheating", but the system is setting up easily killable stooges for me to slay so it will never feel particularly satisfying or earned.</p><p></p><p>Let's have an example. At early levels characters encounter a bunch of monsters of certain type. They have a tough fight, are badly beaten and barely manage to escape alive. Perhaps even one of the characters dies. Later in the campaign when the characters are higher level, they encounter the same monsters again. Oh no! But this time they defeat them with ease! The characters have become more powerful!</p><p></p><p>Now the fiction was system agnostic, but do you think the system being used would affect the players' perception of the situation?</p><p>Option 1) The monsters use the same statblocks both times.</p><p>Option 2) The monsters use statblocks with full hit points at the first time, but have only one hit point the second time.</p><p></p><p>Because to me it would matter, and I seriously doubt I'm remotely alone in this. With the option one it would actually feel we're beating the same monsters that were such a menace earlier and the victory would feel earned, with option two it wouldn't feel we're really fighting the same enemies and the GM is just giving us the win because they've decided this is the narrative they want to have here.</p><p></p><p></p><p></p><p>I don't want rules to be arbitrary. But to me the same (or similar) fictional entity being represented by completely different stablocks depending on GM’s whims is hella arbitary. The first principle I want, is the rules to represent the fictional reality, and that requires consistency. Otherwise we have just arbitrary rules and numbers that do not really represent anything, and have no real connection to the fiction. I have no interest in that. YMMV and all that.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9179216, member: 7025508"] Oh no! I'll try to help, I think this is my fault! Of course there is no actual "cheating", but the system is setting up easily killable stooges for me to slay so it will never feel particularly satisfying or earned. Let's have an example. At early levels characters encounter a bunch of monsters of certain type. They have a tough fight, are badly beaten and barely manage to escape alive. Perhaps even one of the characters dies. Later in the campaign when the characters are higher level, they encounter the same monsters again. Oh no! But this time they defeat them with ease! The characters have become more powerful! Now the fiction was system agnostic, but do you think the system being used would affect the players' perception of the situation? Option 1) The monsters use the same statblocks both times. Option 2) The monsters use statblocks with full hit points at the first time, but have only one hit point the second time. Because to me it would matter, and I seriously doubt I'm remotely alone in this. With the option one it would actually feel we're beating the same monsters that were such a menace earlier and the victory would feel earned, with option two it wouldn't feel we're really fighting the same enemies and the GM is just giving us the win because they've decided this is the narrative they want to have here. I don't want rules to be arbitrary. But to me the same (or similar) fictional entity being represented by completely different stablocks depending on GM’s whims is hella arbitary. The first principle I want, is the rules to represent the fictional reality, and that requires consistency. Otherwise we have just arbitrary rules and numbers that do not really represent anything, and have no real connection to the fiction. I have no interest in that. YMMV and all that. [/QUOTE]
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What does the mundane high level fighter look like? [+]
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