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Switch to Forum Live View Bring Back Energy Drain!!!!
3 months ago  ::  Feb 28, 2013 - 6:32AM #91
dmgorgon
Date Joined: Jan 10, 2012
Posts: 2,797

Feb 28, 2013 -- 6:12AM, Monsieur_Moustache wrote:

Why keeping the discussion on the mechanical level ?
Nobody keeps track of what their character know in its fictional life at each level up.

Energy drain is about losing experience, strictly for some parts, and randomly for some others, like known spells, which is already incoherent.




Thankfully, energy Drain is not about losing experience in D&D Next, it's about losing max hit points for 24 hours.

IMO, the game needs energy drain, but it doesn't have to drain experience or levels.

I think very clear how D&D Next will implement Energy Drain, this is not even a debate anymore.   

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3 months ago  ::  Feb 28, 2013 - 6:32AM #92
wrecan
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Date Joined: Jun 23, 2005
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Feb 28, 2013 -- 4:04AM, Kalex_the_Omen wrote:

If there is a level drain mechanic in the game, and the solution is keeping an archive of character changes (BTW, it doesn't even have to be an entire copy of the character, it can simply be a change log) then it isn't a cumbersome mechanic.



I would posit that having to keep a change log in the off-chance that you get hit with a level drain would be the poster boy for "cumbersome mechanics".  Now that I think about it, simply keeping your old character sheets would be inadequate since level drain doesn't erase the equipment you've gained since your prior level-up so at a minimum you'd have to adjust your numbers base don any new equipment you got as well... all within the context of an ongoing battle in which you might get hit with yet another level drain, requiring another round of edits and recacluations.

I don't want to have to play game designer.



Right, which is why "level drain" can be a sidebar.  It's not like it's such a terribly convoluted mechanic.  Its issue is not its complexity but its tedium.

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3 months ago  ::  Feb 28, 2013 - 6:43AM #93
Kalex_the_Omen
Date Joined: Apr 1, 2001
Posts: 2,909

Feb 28, 2013 -- 6:32AM, wrecan wrote:

Right, which is why "level drain" can be a sidebar.  It's not like it's such a terribly convoluted mechanic.  Its issue is not its complexity but its tedium.




I believe I have been calling it optional since I got into this discussion.  I'd just like to see the option, and for that option to come from WotC, not me.

Kalex the Omen
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Concerning Player Rules Bias Show

Mar 7, 2012 -- 5:19AM, Kalex_the_Omen wrote:

Gaining victory through rules bias is a hollow victory and they know it.


Concerning "Default" Rules Show

Oct 11, 2012 -- 2:23AM, Kalex_the_Omen wrote:

The argument goes, that some idiot at the table might claim that because there is a "default" that is the only true way to play D&D.  An idiotic misconception that should be quite easy to disprove just by reading the rules, coming to these forums, or sending a quick note off to Customer Support and sharing the inevitable response with the group.  BTW, I'm not just talking about Next when I say this.  Of course, D&D has always been this way since at least the late 70's when I began playing.


My First D&D - 1979 D&D Basic Set (6th Printing) Show

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3 months ago  ::  Feb 28, 2013 - 9:31AM #94
blacksheepcannibal
Date Joined: Dec 13, 2006
Posts: 1,025
"Energy Drain" should be a thing in D&DN at all tiers of play. It's thematic. It's appropriate for several monsters. How this is done is up in the air, and up to designers for what they see as best. Maybe it will be weakening your character or imposing some other penalty, maybe it will be lowering of max hit points, whatever. It should be mechanically simple, but significantly punishing and worth avoiding, without being an overly abusive mechanic that detracts from gameplay.

"Energy Drain" (retro version!) could easily be included in a "how to play 2e with D&DN" module; this is no better or worse than a gridded combat system included in a "how to play 4e with D&DN" module. Some people really like how energy drain was handled in previous editions (and some people really like Thac0), so if it's something easy for the developers to throw into a retro-play type module, then so be it.

After that, I don't see what the big deal here is.
Want the tl;dr of my posts? Read the bold text; I put it there to highlight the main points for ease of skimming.
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3 months ago  ::  Mar 01, 2013 - 9:50AM #95
Luis_Carlos
Date Joined: Jun 15, 2006
Posts: 2,450
I have got a idea.

Do you rebember the "massive damage" rule from d20 Modern?

My idea is level of health. When a special attack cause damager was higher level of health it is like massive damage (save or die). When level of health is too low the failed saves are equivalent to a epic fail (a zero with the dices).

The idea could be used too for sanity/madness (for horror campaigns). When character suffer a special trauma (violence, despair, delirium, helplessness) and psichological stress is higher level of sanity (Vio+Desp+Del+Help) a save-or-die to avoid effects of madness. 



 
 
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