Glyfair
Explorer
At this point, absolutely nothing.helium3 said:I'm really confused now. What's this thread about?
At this point, absolutely nothing.helium3 said:I'm really confused now. What's this thread about?
*Falls out of his chair laughing*Sundragon2012 said:I'm holding out for the "More Fun" version of Trivial Pursuit where even if you know nothing you still win so you can still feel good about yourself.
My son was playing the "More Fun" version of football where everyone won just by stepping onto the field.....of course he was only 6 at the time. Unfortunately, he is forced to play the "unfun" version of football where one team wins and one team loses.
Life is tough sometimes when your 9yrs old, deal with it.![]()
I'm thinking that this is a lesson some D&D players need to learn....::ducks and runs for cover::![]()
Sundragon
helium3 said:I'm really confused now. What's this thread about?
I think that if you want them to use those effects later in the combat, those should have some kind of negative backslash, so they use them only as a last resort (i.e. after using it they get fatigued, or suffer some temporary stat damage (temporay could mean, pass in 1 day or pass with 5 minutes of rest or something between, it depend), or something like that) so using it first thing in combat is not always a good idea. This could be used even for the more powerful attack of some creature (i.e. every time a dragon use his breath weapon he get 1 point of temporary CON damage).hong said:I actually changed spells like destruction, FoD et al to deal Con damage (4d6). It wasn't really worth it. Blasphemy and harm were much better if you just wanted to deal lots of damage, so they got used all the time and the instakills became peripheral.
The other issue I have is with dramatic pacing (or lack thereof). I'd like some way to encourage people to save their biggest guns for late in the fight, instead of opening with them. Just switching instakills to deal damage doesn't address this issue, whereas having a hit point threshold does.
It's the right thread for this night of insomnia...SavageRobby said:Unfun.
Can't you tell?![]()
gizmo33 said:Where were you when this topic was being raised originally in order to stonewall the thread?
gizmo33 said:If you have an outstanding issue that you want to be addressed, just simply indicate what it is.
KarinsDad said:Players want their PCs to shine. And, they also want their PC to be the best in some areas. And I think the designers of 4E understand that.
The designers of 3E understood it as well, but their solution to the problem was problematic at best. Their solution was to give the PCs more and more, better and better. More feats. More PrCs. More magic items. More capability. Part of this is pure business and marketing, but it did hurt the versimilitude of the game for some people by making the cinematic "too fantastic" and overwhelming.
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Sometimes, bad things happen in a game. A PC can be heroic and a game can be a lot of fun without him being protected from all of the bad things that can happen.
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It's all a matter of balance... Win some, win some is really not as much fun as win some, lose some.
The assertion, however, forms the basis on which the claim can be said to have any relationship with reality.gizmo33 said:That's what asking for proof of the existence of people that don't matter to the conversation was doing in the original situation. The "proof" being asked for was actually supporting an assertion that was not the central point of the case being made.
hong said:See, reality is kinda important. "If the flying spaghetti monster played D&D, he surely would ban wizards" is rather hard to disprove, you know?
The_Gneech said:"You win some, you lose some," is a necessary element of sustained enjoyment. "You win some, and then you win some more," is a surefire recipe for people quickly becoming tired of the game and finding something else to do with their Saturday night.
The PCs and their enemies are in competition. It does not follow from that that the players are necessarily doing anything competitive at all, either with one another or the GM. They may be, of course, but they need not be. Depending on how the players derive their pleasure, the notion of "win some, lose some" may or may not have useful applicaiton in a roleplaying game.Sundragon2012 said:D&D isn't supposed to be competitive between the DM and the players. I am 100% against an adversarial relationship between DM and players. However, where you have it wrong is that there is a distinct competition for survival between PCs and their enemies.
Sundragon2012 said:That the very real possibility of character death is unfun in an adventure game where the point is to face terrible foes and hopefully be victorious, but with absolutely no guarantees. There is NOTHING heroic about guaranteed victory.
Again, there seems to be a confusion here between the PCs and the players. The PCs are heroic adventurers. The players may or may not want to themselves engage in the thought processes that such heroes would engage in in planning their expedition. Likewise, the players may or may not want to experience the loss that the PCs feel when they are defeated or killed.Sundragon2012 said:Sucks to have to worry about proper provisioning for a life threatening expidition to the underworld where you are guaranteed to be attacked and likely injured and perhaps even killed.
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Oh yeah, they still want to be heroes but risk nothing and have to put no thought into preparation for their undangerous, undeadly, unheroic adventures.
The player may not want to live through the experience that her PC does, of having to scrounge and tally every piece of equipment that is essential to the success of the mission.KarinsDad said:The DM has to keep track of this stuff for all of his NPCs. Each player has to keep track of it for one PC (typically unless they have a cohort).
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if a player is incapable of keeping track of the dynamic elements of his PC, then he's doing it wrong.
The players may want to experience the adversity that the PCs do. But they may not.WarlockLord said:I think I have to speak up in defense of save or dies.
1) The 'save or die' effects are a main part of the fantasy genre.
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3) This is a fight, you know. You guys are engaged in mortal combat with the enemy. They are not expected to be nice. They will try their best to kill you. If you do not like this, go ask the DM to give the orcs wiffle bats, or, better yet, play Candyland. This is D&D.
But RPGs are not movies. If the PC dies, the player has nothing to do in the game. This is a problem if the player turned up to play the game.Vlos said:this game is about heroic adventurers, going out and slaying creatures and evil people! Even in the movies the hero dies! So if you take out the auto fail on a "1", and also take out the Save or die spells, why even have spells? What is the point of adventuring?
Agreed.wgreen said:Re: save-or-die effects, paralyzation, etc., I truly don't understand why so many people are defending a mechanic that tells players to stop playing for modest-to-long stretches of time during a session. I mean, did you come to play D&D, or did you come to play Nintendo while your friends play D&D? That is why so many people want to say good-bye to save-or-die; it's nothing to do with challenge. After all, what's challenging about rolling a 1 and then going to read a book while your pals continue with the fun?
Agreed.Glyfair said:As I pointed out in another thread, death is not a necessary element in D&D to provide risk to the player characters. A game could be structured so that the PCs will never die unless they choose to die. When they fight they are risking things other than their life.
However, what is also clear from those discussions is that there are a large number of D&D players who feel that isn't playing D&D "right." Without the risk of death there is no risk, in their opinion. They wouldn't want to play D&D if there was no risk of death.
For me, the disconnect consists more in the inability to recognise that different player preferences can be supported or hindered by different rulesets. Thus, instead of discussing the utility of different rulesets for different purposes, debate degenerates into a question of which preferences constitute "genuine D&D". Looking at the early texts of D&D will show there always to have been very different approaches to play (compare Roger Musson and Lewis Pulsipher in early numbers of White Dwarf, for instance).SavageRobby said:I see a bigger and bigger disconnect between those who want verisimilitude (or a close portrayal of reality, as close as you can get with Dragons and magic and such), and those who want cinematic action. IMO, gritty & verisimilitude come at the expense of having some of the "unfun" elements discussed. To solve those "unfun" issues, you get a more cinematic game. I see a place for both, but I think the market researchers have decided that cinematic wins out in terms of sales to the new gamer (or the WOW players).
Of course, an equally acceptable approach for those who do not care for operational play would be simply to ignore or handwave arrows, as Cadfan has been arguing.Rolzup said:Or, put in the player's hands. Want an extra Action Point when you really need it? Take a setback -- you run out of arrows, your sword breaks, your horse steps in a gopher hole, whatever fits the circumstances.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.