Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Wizard vs Fighter - the math
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9166893" data-attributes="member: 6790260"><p>Because you do not see what can be done mechanically with these consequences.</p><p></p><p>For a simple example: something which changes a character's race. BG3 spoilers: [ISPOILER]If Wyll chooses not to kill Karlach or fails to hunt her down, his Warlock patron punishes him by transforming him into a <em>very</em> obviously fiendish-looking tiefling. This is permanent and nothing you do to or with him can reverse it. This is a tailored consequence with mechanical bite that in fact comes from NOT choosing death.[/ISPOILER]</p><p></p><p></p><p>Yes, we can: <em>if we give them the teaching they need to do well.</em> This isn't some insanely difficult, rare skill. It ain't that deep, chief. Good guidance goes a long way.</p><p></p><p></p><p>I guess. It's still a pretty weak consequence if you ask me. Even weaker than death is, since it's effects are trivially reversed in a wide variety of circumstances, even without the dump truck of anti-attrition magic in D&D. (Ironically, something 4e was actually better about; both healing surges and the OG version of ritual magic are <em>much</em> more compatible with attrition gameplay.)</p><p></p><p>To be clear, as with death, I am not and have never been saying that this should be excised. Just that relying so heavily on fundamentally punitive measures is ineffective. Same as the problem with most inventory management rules. They're boring, and people will constantly seek to <em>circumvent</em> them rather than embracing the challenge as fun in and of itself, because the negative feelings of doing things "wrong" are not and generally cannot be counterbalanced by positive feelings from doing things "right" if the latter is simply "the status quo remains."</p><p></p><p>Now, if you can find a structure that DOES do that, that both punishes failure and also truly <em>rewards</em> success, not simply "nothing bad happens," that would be huge.</p><p></p><p>Think of it the way dice rolling advice goes. Don't roll if there aren't interesting consequences for both success and failure. Suffering complications is an interesting consequence for failure. Preserving the status quo is not an interesting consequence of success. This is the mirror image of the "absolutely required secret door" problem. Progressing the game is an interesting consequence of success. Halting the game completely is not an interesting consequence of failure. Game mechanics that are exclusively interesting in one direction should be used sparingly. Even things that <em>could</em> be interesting only one way, like attack rolls (since misses often do nothing), are usually given extra spice in various ways, beyond the obvious "this contributes to us possibly losing/needing to run away."</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9166893, member: 6790260"] Because you do not see what can be done mechanically with these consequences. For a simple example: something which changes a character's race. BG3 spoilers: [ISPOILER]If Wyll chooses not to kill Karlach or fails to hunt her down, his Warlock patron punishes him by transforming him into a [I]very[/I] obviously fiendish-looking tiefling. This is permanent and nothing you do to or with him can reverse it. This is a tailored consequence with mechanical bite that in fact comes from NOT choosing death.[/ISPOILER] Yes, we can: [I]if we give them the teaching they need to do well.[/I] This isn't some insanely difficult, rare skill. It ain't that deep, chief. Good guidance goes a long way. I guess. It's still a pretty weak consequence if you ask me. Even weaker than death is, since it's effects are trivially reversed in a wide variety of circumstances, even without the dump truck of anti-attrition magic in D&D. (Ironically, something 4e was actually better about; both healing surges and the OG version of ritual magic are [I]much[/I] more compatible with attrition gameplay.) To be clear, as with death, I am not and have never been saying that this should be excised. Just that relying so heavily on fundamentally punitive measures is ineffective. Same as the problem with most inventory management rules. They're boring, and people will constantly seek to [I]circumvent[/I] them rather than embracing the challenge as fun in and of itself, because the negative feelings of doing things "wrong" are not and generally cannot be counterbalanced by positive feelings from doing things "right" if the latter is simply "the status quo remains." Now, if you can find a structure that DOES do that, that both punishes failure and also truly [I]rewards[/I] success, not simply "nothing bad happens," that would be huge. Think of it the way dice rolling advice goes. Don't roll if there aren't interesting consequences for both success and failure. Suffering complications is an interesting consequence for failure. Preserving the status quo is not an interesting consequence of success. This is the mirror image of the "absolutely required secret door" problem. Progressing the game is an interesting consequence of success. Halting the game completely is not an interesting consequence of failure. Game mechanics that are exclusively interesting in one direction should be used sparingly. Even things that [I]could[/I] be interesting only one way, like attack rolls (since misses often do nothing), are usually given extra spice in various ways, beyond the obvious "this contributes to us possibly losing/needing to run away." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Wizard vs Fighter - the math
Top