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*Pathfinder & Starfinder
Why is the WoW influence a bad thing?
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<blockquote data-quote="Grog" data-source="post: 3751006" data-attributes="member: 6183"><p>This isn't a solution, because if the party can't escape or their trick fails, we're back to a TPK.</p><p></p><p></p><p></p><p>If the party has no spells, no healing, and just a few hit points left, a TPK is guaranteed if they run into anything even close to a CR-appropriate enemy. No amount of luck is going to save them. And, sure, the DM could decide to have the monsters take them prisoner instead of killing them - but this is just a variation on the deus ex machina solution I already mentioned.</p><p></p><p></p><p></p><p>First, casting that additional Magic Missile may in fact be the better choice. Say you don't cast it, the fighter misses the enemy he was trying to finish off, and on its turn, the enemy hits the fighter, doing damage that has to be fixed with a couple of healing spells. You can't know for sure how any given situation in combat is going to turn out.</p><p></p><p>But in any case, if you're talking about foolish decisions on the part of the players, I agree, that can, and should, lead to consequences eventually. What I'm talking about is that, even if the players play perfectly well, the 3.X D&D system requires them to rest after every four CR-appropriate encounters. Good play and smart tactics may be able to stretch this out a bit, but there is no way around the basic concept without either substantial house rules or the DM doing metagamey things like dropping in a cache of healing potions after every combat.</p><p></p><p></p><p></p><p>That's fine as a motivational phrase for real life, but how does it translate to a game with clearly defined rules and formulae for how play proceeds?</p></blockquote><p></p>
[QUOTE="Grog, post: 3751006, member: 6183"] This isn't a solution, because if the party can't escape or their trick fails, we're back to a TPK. If the party has no spells, no healing, and just a few hit points left, a TPK is guaranteed if they run into anything even close to a CR-appropriate enemy. No amount of luck is going to save them. And, sure, the DM could decide to have the monsters take them prisoner instead of killing them - but this is just a variation on the deus ex machina solution I already mentioned. First, casting that additional Magic Missile may in fact be the better choice. Say you don't cast it, the fighter misses the enemy he was trying to finish off, and on its turn, the enemy hits the fighter, doing damage that has to be fixed with a couple of healing spells. You can't know for sure how any given situation in combat is going to turn out. But in any case, if you're talking about foolish decisions on the part of the players, I agree, that can, and should, lead to consequences eventually. What I'm talking about is that, even if the players play perfectly well, the 3.X D&D system requires them to rest after every four CR-appropriate encounters. Good play and smart tactics may be able to stretch this out a bit, but there is no way around the basic concept without either substantial house rules or the DM doing metagamey things like dropping in a cache of healing potions after every combat. That's fine as a motivational phrase for real life, but how does it translate to a game with clearly defined rules and formulae for how play proceeds? [/QUOTE]
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Why is the WoW influence a bad thing?
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