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General Tabletop Discussion
*Dungeons & Dragons
Would you change a monster's hit points mid-fight?
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<blockquote data-quote="pemerton" data-source="post: 6601891" data-attributes="member: 42582"><p>I don't think this has been ignored. But there are other ways to handle this possibility, which appeal to other preferences.</p><p></p><p>For instance, the <em>players</em> can be given fate points to boost or deliver auto-saves; the players can have the retconning "karma points" that [MENTION=6787650]emdw45[/MENTION] describes; etc. GM fudging isn't the only way to allow the sort of "rulebreaking" you describe.</p><p></p><p>In 4e, these sorts of fate points are built right into the PC build system; for instance, in my game today the player of the fighter used his encounter power that lets him convert a stun result into a dazed result instead, thereby avoiding being completely taken out in the first round of a fight.</p><p></p><p>I have a much stronger preference for the approach of rewriting the corridor description.</p><p></p><p>In some ways it's similar to Gygax's discussion of wandering monster rolls in his DMG: if the players are playing well, and the wanderer rolls nevertheless deliver, through fickle chance, an overwhelming encounter, Gygax gives the OK to ignoring the roll. But he says it would be contrary to the tenets of the game to have the wanderers turn up and then fudge the rolls/hp to allow the PCs to beat them!</p><p></p><p>I see this as drawing the distinction I and others have drawn above between content introduction and action resolution.</p><p></p><p>Personally I wouldn't use the "telegraphing" approach, I don't think, but I can see how that would work for a certain sort of "skillled play" approach, where the players are expecting to use their skill, detection magic, 10' poles, etc, and are equally expected to tolerate losing PCs if they slip up in their standard operating procedures.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6601891, member: 42582"] I don't think this has been ignored. But there are other ways to handle this possibility, which appeal to other preferences. For instance, the [I]players[/I] can be given fate points to boost or deliver auto-saves; the players can have the retconning "karma points" that [MENTION=6787650]emdw45[/MENTION] describes; etc. GM fudging isn't the only way to allow the sort of "rulebreaking" you describe. In 4e, these sorts of fate points are built right into the PC build system; for instance, in my game today the player of the fighter used his encounter power that lets him convert a stun result into a dazed result instead, thereby avoiding being completely taken out in the first round of a fight. I have a much stronger preference for the approach of rewriting the corridor description. In some ways it's similar to Gygax's discussion of wandering monster rolls in his DMG: if the players are playing well, and the wanderer rolls nevertheless deliver, through fickle chance, an overwhelming encounter, Gygax gives the OK to ignoring the roll. But he says it would be contrary to the tenets of the game to have the wanderers turn up and then fudge the rolls/hp to allow the PCs to beat them! I see this as drawing the distinction I and others have drawn above between content introduction and action resolution. Personally I wouldn't use the "telegraphing" approach, I don't think, but I can see how that would work for a certain sort of "skillled play" approach, where the players are expecting to use their skill, detection magic, 10' poles, etc, and are equally expected to tolerate losing PCs if they slip up in their standard operating procedures. [/QUOTE]
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Would you change a monster's hit points mid-fight?
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