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8 months ago ::
Nov 14, 2012 - 1:33PM
#71
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Date Joined:
Dec 27, 2008
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What do you mean by the outrage? Negative hit points doesn't make sense to me anyways. Charactres should die at 0 hit point I think.
I think there needs to be a fudge range, where PCs can be dropped but still be returned to the fight. Otherwise it is far too likely that a single character dropping will result in a TPK. The balance point of the round and the encounter is too fine if there is no fudge factor.
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8 months ago ::
Nov 14, 2012 - 1:57PM
#72
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Date Joined:
Jul 21, 2004
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I think there needs to be a fudge range, where PCs can be dropped but still be returned to the fight. Otherwise it is far too likely that a single character dropping will result in a TPK. The balance point of the round and the encounter is too fine if there is no fudge factor.
Some people deal with this by being fine with a TPK, or by fudging dice. I prefer to deal with it by making the deaths of the characters not the main goal of the monsters in any encounter.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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8 months ago ::
Nov 14, 2012 - 3:40PM
#73
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Date Joined:
Dec 27, 2008
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I think there needs to be a fudge range, where PCs can be dropped but still be returned to the fight. Otherwise it is far too likely that a single character dropping will result in a TPK. The balance point of the round and the encounter is too fine if there is no fudge factor.
Some people deal with this by being fine with a TPK, or by fudging dice. I prefer to deal with it by making the deaths of the characters not the main goal of the monsters in any encounter.
It doesn't matter whether the monsters' main goal is killing the characters. Frankly I think that such a rule eliminates a huge array of otherwise viable stories, something I am always loathe to do. But as long as killing the characters is even an option for the monsters, it's going to happen occasionally.
It's not that I have a big problem with a TPK. Au contraire, I believe that the possibility of a TPK, at least in key plot fights, must be present or else a lot of the tension is lost for me. But I don't believe that the system should be balanced around a point so fine that a single character going down means that the party is in an irreversible tailspin. And if you are going to balance around that point, then dropping characters in the first place needs to be an extraordinary occurrence.
Building an assumption of fudged dice right into the system means building a system you don't expect to actually perform well.
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8 months ago ::
Nov 14, 2012 - 3:56PM
#74
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Date Joined:
Jul 21, 2004
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It doesn't matter whether the monsters' main goal is killing the characters. Frankly I think that such a rule eliminates a huge array of otherwise viable stories, something I am always loathe to do. But as long as killing the characters is even an option for the monsters, it's going to happen occasionally.
Without additional (if reasonable) steps I'll concede that it really just decreases the likelihood of killing a character.
It's not that I have a big problem with a TPK. Au contraire, I believe that the possibility of a TPK, at least in key plot fights, must be present or else a lot of the tension is lost for me.
So everyone says. I wonder how many of them have tried what I'm talking about.
But I don't believe that the system should be balanced around a point so fine that a single character going down means that the party is in an irreversible tailspin. And if you are going to balance around that point, then dropping characters in the first place needs to be an extraordinary occurrence.
And that's what we find. Even with the "balanced math" it's no mean feat to take out even a single PC in combat in 4th Edition. That's part of what people complain about, but the game has been on this trajectory for a while, and not because no one asked for it.
Building an assumption of fudged dice right into the system means building a system you don't expect to actually perform well.
I'm not saying that assumption is built in, I'm just saying that lots of people do that. That said, I think the designers do assume the DM will put their thumb on the scale if things aren't working right for them. The designers can't anticipate everything. D&D really only works inside a very narrow range of assumptions.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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8 months ago ::
Nov 14, 2012 - 4:52PM
#75
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Date Joined:
Jun 15, 2004
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I wonder if you could just eliminate death saving throws with minimal effect on the game. If a PC gets to negatives, he's out of the fight. If he gets to negative bloodied, he's out of the fight permanently. Dying could be treated as a condition that PCs acquire in other ways, but not as part of a typical encounter.
fwiw: since 4e allows players to freely refluff actions descriptions (with changing the mechanics), I allow death to be freely refluffed to be more akin to 'severely wounded': The PC's injuries are severe enough to prevent him from taking actions until he can access some stronger, costly (500gp) healing... which could even represent say, surgery if you want a low magic feel.
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8 months ago ::
Nov 14, 2012 - 4:56PM
#76
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Date Joined:
Jun 15, 2004
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Some people deal with this by being fine with a TPK, or by fudging dice. I prefer to deal with it by making the deaths of the characters not the main goal of the monsters in any encounter.
Most good stories involve the protagonists being defeated and/or captured at least once every episode. Shame this rarely occurs in D&D. The DM should be able to win one every once in awhile.
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8 months ago ::
Nov 14, 2012 - 8:46PM
#77
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Date Joined:
Jul 21, 2004
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Some people deal with this by being fine with a TPK, or by fudging dice. I prefer to deal with it by making the deaths of the characters not the main goal of the monsters in any encounter.
Most good stories involve the protagonists being defeated and/or captured at least once every episode. Shame this rarely occurs in D&D. The DM should be able to win one every once in awhile.
I agree. My players lose on a regular basis. I've never killed or captured a one of them, though.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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8 months ago ::
Nov 15, 2012 - 12:01PM
#78
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I feel the OP's pain and was thinking of implementing this rule myself. Especially in high level games, players seem downright invulnerable. Like the OP, I am an experienced DM and have tried all sorts of encounter-based solutions, such as more/varied/more powerful monsters, traps, terrain, etc, and none have been enough to counteract the games' ridiculous healing mechanism and rule imbalance favoring players.
An epic 4E (and 3.5 E) world conquered by evil and ruled by the Lords of Sin:
www.farlandworld.com
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8 months ago ::
Nov 15, 2012 - 12:03PM
#79
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Date Joined:
Jul 21, 2004
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I feel the OP's pain and was thinking of implementing this rule myself. Especially in high level games, players seem downright invulnerable. Like the OP, I am an experienced DM and have tried all sorts of encounter-based solutions, such as more/varied/more powerful monsters, traps, terrain, etc, and none have been enough to counteract the games' ridiculous healing mechanism and rule imbalance favoring players.
Are your players having fun?
Have you tried making encounters in which taking out the PCs isn't the monsters' goal, and the players can lose even if they survive without a scratch?
Have you tried making the monster highly resistant or much more damaging until the PCs complete a skill challenge or perform some other task?
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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8 months ago ::
Nov 15, 2012 - 12:14PM
#80
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Yes (with caveats), yes, and yes. They are having fun but agree that combats do not generally feel threatening and that the game would be more fun if they did. And my fun matters too: at this point, after running an entire campaign up to level 26 in 4E, I am extremely frustrated at the game mechanic and find it irritating that the system makes higher level PCs basically unbeatable unless the DM puts in an inordinate amount of planning, or cheats.
An epic 4E (and 3.5 E) world conquered by evil and ruled by the Lords of Sin:
www.farlandworld.com
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