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General Tabletop Discussion
*Dungeons & Dragons
Wounds - when would you give them?
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<blockquote data-quote="Fanaelialae" data-source="post: 7853175" data-attributes="member: 53980"><p>It's consistent if a goblin (or human thug) can't break your arm with a club whether you're level 1 or 20. IMO, it's not at all believable.</p><p></p><p>For me, it is important that an RPG work as a game, and not just as some internally consistent abstract. Consistency and believability certainly have merit, but only within the context of a functional game.</p><p></p><p>I believe that RPGs are meant to be played. That means that if the gameplay doesn't encourage the themes it is meant to, it is not a good RPG (irrespective of whether it is internally consistent and believable).</p><p></p><p>D&D is a heroic fantasy game. That means it should play like a heroic fantasy game. While it is certainly possible for a heroic fantasy hero to be injured, sometimes even severely, it's far from commonplace. If it happens at all, it'll probably be once in an entire novel. If your heroes have to make saves against every attack at high levels, then it's going to happen much more often than that.</p><p></p><p>Raising the threshold doesn't fix the issue. It just means that low level characters don't encounter the issue for that much longer, but that it still gradually increases to near constant at high levels. It doesn't make sense for Tim the Squire to never suffer a serious injury, while Herakles suffers them constantly. The player will feel like Herakles is the wuss while Tim is a hero. I rather think, if anything, it ought to be the opposite! </p><p></p><p>Additionally, Herakles is inventivized to fight armies of goblins (who have no chance of wounding him) but to avoid anything bigger like the plague (because such things are likely to wound him). That goes doubly so if the cleric can't make it this session. Is that really a desirable outcome?</p><p></p><p>If you're going to use a threshold, then IMO it needs to scale.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7853175, member: 53980"] It's consistent if a goblin (or human thug) can't break your arm with a club whether you're level 1 or 20. IMO, it's not at all believable. For me, it is important that an RPG work as a game, and not just as some internally consistent abstract. Consistency and believability certainly have merit, but only within the context of a functional game. I believe that RPGs are meant to be played. That means that if the gameplay doesn't encourage the themes it is meant to, it is not a good RPG (irrespective of whether it is internally consistent and believable). D&D is a heroic fantasy game. That means it should play like a heroic fantasy game. While it is certainly possible for a heroic fantasy hero to be injured, sometimes even severely, it's far from commonplace. If it happens at all, it'll probably be once in an entire novel. If your heroes have to make saves against every attack at high levels, then it's going to happen much more often than that. Raising the threshold doesn't fix the issue. It just means that low level characters don't encounter the issue for that much longer, but that it still gradually increases to near constant at high levels. It doesn't make sense for Tim the Squire to never suffer a serious injury, while Herakles suffers them constantly. The player will feel like Herakles is the wuss while Tim is a hero. I rather think, if anything, it ought to be the opposite! Additionally, Herakles is inventivized to fight armies of goblins (who have no chance of wounding him) but to avoid anything bigger like the plague (because such things are likely to wound him). That goes doubly so if the cleric can't make it this session. Is that really a desirable outcome? If you're going to use a threshold, then IMO it needs to scale. [/QUOTE]
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