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Why I Am Starting to Prefer 4d6 Drop the Lowest Over the Default Array.
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<blockquote data-quote="pming" data-source="post: 7138339" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>I'm confused...what's mean about it? I suppose if this sort of thing happened all the time...ok. But that sort of thing is few and far between. And when it does, there's nothing stopping the player from trying to purchase it, trade for it, or butter up the owner in hopes of getting to keep it.</p><p></p><p>Setting up my players to fail? Uh...yeah! The DM should *always* be setting up the players to "fail" at an adventure/task...otherwise what's the point of even playing or rolling dice? I always assume my players PC's will 'fail' at most things. This usually doesn't happen, however, as when the poop hits the spinning blades, they work well enough together 9/10 to pull it out of the fire just in time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Er...unless you mean "set up to fail" in some other sense? Like, hmmm...pre-deciding multiple things that <em>will</em> happen at the end of an adventure, regardless of what the players and their PC's did? In that case...no, I don't do that. That goes back to the whole "why bother playing?" thing. No point in playing a game involving player choice and random dice rolls if I have already "fixed the board" so to speak.</p><p></p><p>My players are heroic enough. Heroics and altruism varies based on campaign and game system. When playing Basic D&D they tend to be either "full-on heroes" or "full-on adventuring mercenaries". With 5e, they've tended towards the heroic side of things. With SUPERS!, obviously it's almost totally heroics. Sci-Fi games almost always puts them in a "mercantile/privateer" mindset for some reason. If I want a more "realistic behaviour" type of game, I'll whip out Call of Cthulhu or maybe my "Zombocalypse" game/setting (uses the Masterbook system...originally I was using Top Secret|S.I.)</p><p></p><p>With that said...one player just can <em>not</em> do "heroic guy" at all. One can pull it off 'most of the time'. The others in the group are totally hit or miss, and usually don't stick with it (or the character). Different strokes and all that. Play to your strengths, right? <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><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7138339, member: 45197"] Hiya! I'm confused...what's mean about it? I suppose if this sort of thing happened all the time...ok. But that sort of thing is few and far between. And when it does, there's nothing stopping the player from trying to purchase it, trade for it, or butter up the owner in hopes of getting to keep it. Setting up my players to fail? Uh...yeah! The DM should *always* be setting up the players to "fail" at an adventure/task...otherwise what's the point of even playing or rolling dice? I always assume my players PC's will 'fail' at most things. This usually doesn't happen, however, as when the poop hits the spinning blades, they work well enough together 9/10 to pull it out of the fire just in time. :) Er...unless you mean "set up to fail" in some other sense? Like, hmmm...pre-deciding multiple things that [I]will[/I] happen at the end of an adventure, regardless of what the players and their PC's did? In that case...no, I don't do that. That goes back to the whole "why bother playing?" thing. No point in playing a game involving player choice and random dice rolls if I have already "fixed the board" so to speak. My players are heroic enough. Heroics and altruism varies based on campaign and game system. When playing Basic D&D they tend to be either "full-on heroes" or "full-on adventuring mercenaries". With 5e, they've tended towards the heroic side of things. With SUPERS!, obviously it's almost totally heroics. Sci-Fi games almost always puts them in a "mercantile/privateer" mindset for some reason. If I want a more "realistic behaviour" type of game, I'll whip out Call of Cthulhu or maybe my "Zombocalypse" game/setting (uses the Masterbook system...originally I was using Top Secret|S.I.) With that said...one player just can [I]not[/I] do "heroic guy" at all. One can pull it off 'most of the time'. The others in the group are totally hit or miss, and usually don't stick with it (or the character). Different strokes and all that. Play to your strengths, right? ;) ^_^ Paul L. Ming [/QUOTE]
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