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Would you change a monster's hit points mid-fight?
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<blockquote data-quote="Sword of Spirit" data-source="post: 6570702" data-attributes="member: 6677017"><p>As one who hates the idea of modifying hit points (or whatever) on the fly, I actually have no problem with this particular tactic you are describing, and have used it myself on occasion.</p><p></p><p>What some people apparently aren't getting is how different those 2 tactics are from the perspective of certain playstyles. In this case you are explicitly "deactivating" the normal parameters and fast-forwarding--<em>in plain view of the players.</em> Everyone is in on it. If the players wanted to they could say, "hey, I'd rather not do that," and I'd let them continue to play through it normally. But the normal parameters of this playstyle demonstrate a consistency of world interactions, and part of the enjoyment and satisfaction is knowing that the DM is following the same expectations that you are. The only way I can see the hp alterations type of thing working is if the players had a similar power--perhaps they could give themselves more hit points (or some other benefit) at any time in exchange for something else later on. The players would know the DM could do something similar (and he wouldn't necessarily need to pause the game to tell them when he did), and everyone is still on the same page.</p><p></p><p>I despise the idea of DMs fudging things with the idea of just not letting me know. That's a complete violation of the social contract from my perspective. So, sure, if the DM is a good enough liar that I never catch on, feel free. But if I catch on I am not going to be happy.</p><p></p><p></p><p></p><p>This is a perfectly wonderful playstyle that I quite enjoy in a story driven system, and which I thoroughly despise in <em>D&D</em>. D&D isn't the "every game." Some types of games (in the case of D&D, I think those would be narrativism, highly balanced gamism, or tactical combat simulationism) are poorly suited for some systems.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6570702, member: 6677017"] As one who hates the idea of modifying hit points (or whatever) on the fly, I actually have no problem with this particular tactic you are describing, and have used it myself on occasion. What some people apparently aren't getting is how different those 2 tactics are from the perspective of certain playstyles. In this case you are explicitly "deactivating" the normal parameters and fast-forwarding--[I]in plain view of the players.[/I] Everyone is in on it. If the players wanted to they could say, "hey, I'd rather not do that," and I'd let them continue to play through it normally. But the normal parameters of this playstyle demonstrate a consistency of world interactions, and part of the enjoyment and satisfaction is knowing that the DM is following the same expectations that you are. The only way I can see the hp alterations type of thing working is if the players had a similar power--perhaps they could give themselves more hit points (or some other benefit) at any time in exchange for something else later on. The players would know the DM could do something similar (and he wouldn't necessarily need to pause the game to tell them when he did), and everyone is still on the same page. I despise the idea of DMs fudging things with the idea of just not letting me know. That's a complete violation of the social contract from my perspective. So, sure, if the DM is a good enough liar that I never catch on, feel free. But if I catch on I am not going to be happy. This is a perfectly wonderful playstyle that I quite enjoy in a story driven system, and which I thoroughly despise in [I]D&D[/I]. D&D isn't the "every game." Some types of games (in the case of D&D, I think those would be narrativism, highly balanced gamism, or tactical combat simulationism) are poorly suited for some systems. [/QUOTE]
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Would you change a monster's hit points mid-fight?
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