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10 months ago ::
Aug 16, 2012 - 9:59AM
#1
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Date Joined:
Oct 30, 2011
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I see a fair amount of talk of lethality going on around here: for it, against it, the math of it, etc. Well, personally I think that failure should be as common as death is now. It makes for better stories of PCs fail instead of die. 4e had some good suggestions for this in the DM book. So why not make failure the default instead of death?
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Stuff I Heard Mike Say (subject to change): Multiclassing will be different than in 3.5! That's important. There is no level cap; classes advance ala 3.5 epic levels after a set level. Mundane (AKA fighter and co) encounter and daily powers will probably not be in the PHB (for the lack of space), but nor will they be in some obscure book released halfway through the edition. You can't please everyone, but you can please me. I DO NOT WANT A FREAKING 4E REPEAT. I DO NOT WANT A MODULE THAT MIMICS MY FAVORITE EDITION. I WANT MODULES THAT MIMIC A PLAYSTYLE AND CAN BE INTERCHANGED TO COMPLETELY CHANGE THE FEEL, BUT NOT THE THEME, OF D&D. A perfect example would be an espionage module, or desert survival. A BAD EXAMPLE IS HEALING SURGES. WE HAVE 4E FOR THOSE! A good example is a way to combine a mundane and self healing module, a high-survival-rate module, and a separate pool of healing resource module.
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10 months ago ::
Aug 16, 2012 - 10:06AM
#2
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Date Joined:
May 24, 2012
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Like respawn?
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10 months ago ::
Aug 16, 2012 - 10:10AM
#3
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Date Joined:
Jan 30, 2012
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Like respawn?
No, more like capture instead of kill; left for dead, but really alive.
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!
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10 months ago ::
Aug 16, 2012 - 10:16AM
#4
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Date Joined:
May 24, 2012
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Leave dead is dead with core.
Capture, left for dead, falls into the lap of the DM.
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10 months ago ::
Aug 16, 2012 - 10:16AM
#5
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Date Joined:
Jul 30, 2006
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Like respawn?
No, more like capture instead of kill; left for dead, but really alive.
These options have always been part of DnD though, just not everyone seems to use them thats all.
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10 months ago ::
Aug 16, 2012 - 10:21AM
#6
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Date Joined:
Feb 12, 2009
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I like rescue missions my self. A short one or two shot to get back the main character's bodies so they can be ressed.
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10 months ago ::
Aug 16, 2012 - 10:21AM
#7
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Date Joined:
Apr 21, 2004
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The FATE system does this very well, with consequences
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10 months ago ::
Aug 16, 2012 - 10:22AM
#8
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Date Joined:
May 24, 2012
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As far as the option being default. I dunno. - feels less epic without greater risk - I do more comedy stuff when risk is removed - Preference I really don't have a solid answer to vote for it or against it. EDIT: Lets make FATE the default system for D&D...
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10 months ago ::
Aug 16, 2012 - 10:24AM
#9
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Date Joined:
Oct 12, 2005
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Like respawn?
So let's say the players are trying to escort a merchant's wagon from city to city. They get attacked by bandits. The characters - through direct or no fault of the players, fall one by one. Eventually the last character goes down.
What happens next really should depend on the play style of the group.
One group, might say the bandits finished off the characters completely. TPK. Roll new characters.
Another group might say the bandits took the players out but didn't kill them, took the treasure they wanted, and ran off. The group survives, but are perhaps now poorer (they lost their belongings as well as the merchant's), and they have failed the quest. This could be taken a step further to have the players be captured by the bandits, and now need to find a way to escape, but perhaps a portion of the quest could be salvaged if they can recover the materials lost.
Both are valid options and are dependant on how your group wants to play. Now some things do throw a curveball, in particular the "dying rules" - such as in 4e where death saves failed 3 times in a row mean death - but even then, if only one of the players in a group die this way, there is still potential for the group to carry on, perhaps getting a rez for the friend.
Personally, I think BOTH should be presented as core options since it's strictly a matter of game preference on what happens after a TPK.
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10 months ago ::
Aug 16, 2012 - 10:30AM
#10
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Date Joined:
May 24, 2012
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I understand but prefer one in core or the other. I am not all in with Failure. I am not that hooked on my characters. I accept their death as the adventurers way.
It is a romantic notion.
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