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General Tabletop Discussion
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Worlds of Design: Human vs. Superhuman
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<blockquote data-quote="Minigiant" data-source="post: 8271232" data-attributes="member: 63508"><p>The problem is the time limit in Questing vs Delving.</p><p></p><p>Normal people cannot quest for multiple days straight. Their minds and bodies cannot handle it. If normal people have to be in questing mode for a week straight and cannot heal and recharge each day, they wouldn't be able to succeed without bringing a small army or using "careful coward" tactics. Normal people questing daily or even weekly is a quick part to death. This is why most stories of normal folk have weeks and months pass with nothing happening between plot points.</p><p></p><p>Superhumans can quest for days. Superhumans have a lot more internal resources, can recharge them fasterand have higher competency.</p><p></p><p>If you don't want your heroes to not bail after the second hostile room, you need to increase their resources and skill or make them superhuman (which increases their resources and skill). Adventurers aren't stupid. They'll only challenge the odds and go on suicidal missions a couple times. Thisis why protagonists who deal with several challenges in a row tend to be abnormal in their world. And why D&D pulls you to superhuman status at level 5.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 8271232, member: 63508"] The problem is the time limit in Questing vs Delving. Normal people cannot quest for multiple days straight. Their minds and bodies cannot handle it. If normal people have to be in questing mode for a week straight and cannot heal and recharge each day, they wouldn't be able to succeed without bringing a small army or using "careful coward" tactics. Normal people questing daily or even weekly is a quick part to death. This is why most stories of normal folk have weeks and months pass with nothing happening between plot points. Superhumans can quest for days. Superhumans have a lot more internal resources, can recharge them fasterand have higher competency. If you don't want your heroes to not bail after the second hostile room, you need to increase their resources and skill or make them superhuman (which increases their resources and skill). Adventurers aren't stupid. They'll only challenge the odds and go on suicidal missions a couple times. Thisis why protagonists who deal with several challenges in a row tend to be abnormal in their world. And why D&D pulls you to superhuman status at level 5. [/QUOTE]
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