Bill Zebub
“It’s probably Matt Mercer’s fault.”
In other news, in order to appeal to a new generation of gamers, the 2025 Edition of Chutes and Ladders will include only Ladders, no Chutes.
Interestingly, I think (TSR-era) D&D is 'about' easy-come/easy-go advancement and setbacks, and keeping PCs in a goldilocks zone of playability while still handing out demarcation of accomplishment is laudable and all that; yet I dislike energy drain. That despite enjoying rust monsters and ghost-aging and attribute damage and any number of other things as well.Level drain seems to be one of those sacred cows of early editions that people either love or loathe, depending upon their perspective on what RPGs are all about.
It's all completely beholden to D&D and the norms it sets out around advancement, permanence, and consequence. Once you move out of D&D it's a wide open field with all sorts of possibilities. Call of Cthulhu and Symbaroum and Blade in the Dark have permanent ability damage as a normal character lifespan elements. Warhammer Fantasy has a non-linear level of slow accumulation of injuries. Moving over to computer games Ultima I had no concept of max hp. And so on.PS: Some RPGs do not have levels at all, but use skills or powers of some sort to distinguish and develop characters, so those games would need some completely different way to model the horror trope of powerful undead draining people’s life force.
PS: Some RPGs do not have levels at all, but use skills or powers of some sort to distinguish and develop characters, so those games would need some completely different way to model the horror trope of powerful undead draining people’s life force.
I don't think this is entirely helpful. And it's not really true. From day 1, streamlining and removing rules to appeal to newer gamers has been a thing, as evidenced by the basic versions of the game.In other news, in order to appeal to a new generation of gamers, the 2025 Edition of Chutes and Ladders will include only Ladders, no Chutes.
I don't think this is entirely helpful. And it's not really true. From day 1, streamlining and removing rules to appeal to newer gamers has been a thing, as evidenced by the basic versions of the game.
Today I half expect people to quit the game if it happens.
("But you tell that to kids nowadays and they don't believe you...")
. I suspect to a lot of modern D&D players that seems like a jerk move for the GM.
(Not that many 5e players would even understand why that's a thing. "Huh? Who uses light?")
TBH, I didn't find it funny at all, largely based on your earlier comments (see above). You've got a theme going about assumptions about other players that isn't all that funny.Well, to be fair, I was trying for "funny" over both "helpful" and "true"....
TBH, I didn't find it funny at all, largely based on your earlier comments (see above). You've got a theme going about assumptions about other players that isn't all that funny.
Because of level draining, I always keep old copies of character sheets. You never know, and that makes it much easier.