Hat wrote:
ZCaslar wrote:
Snipping for brevity, but as always the man can keep his hat.
With a sweep of his hat,
Paul
Forget BI's.
I've been to them, I understand the whole idea and my point is to be wary of power creep in the guise of greater challenge.
Reading elsewhere there was a report of players complaining that the BI they were in was too easy.
I say "circular file" that crap if it isn't a common observation because, grats to whoever, they built to be excessively effective and they succeeded. And that made the event less entertaining.
Seems like there's a lesson there.
Maybe they need to reconsider what Heroism is (sacrifice), and what it's not (risking nothing).
And yeah, I haven't had
that many deliberately deadly GM's. But I have had plenty who went in with a "us versus them" mentality and, however sympathetic as I can be towards ingratitude-induced burnout, while near on everyone feels bad about killing a PC rarely does "feeling bad" bring back the slain.
Like the man said, "accidents happen."
Re: players.
Last campaign I shared many tables with a pair of "Dark Kin Barbarian-Fighter Warped Ones From The Hinterlands."
They weren't brothers, but for a while they were pretty much twins. I don't know where they clocked in measured against the entire coterie of PC's, but I recall them calling 250+ hp of damage in a round "average."
Now it's entirely true that they were crazy into the setting, but their method of interaction involved finding the biggest nasty burliest Bad Guy and ripping it into pieces more then it involved agonizing over moral dilemmas and carefully choosing sides.
And for this they are eternally appreciated.
It's a team effort, and the artillery is always a welcome part of a team.
But make no mistake they were both exercises in mechanical efficiency first.
In this campaign there's another pair of players who're, good folks without question, more about maximizing Smite damage and pounding arrows into tangos then being real caught up in the metaplot or in making an identity out of their character.
To each their own, sure. But for some folks it seems to me they're comfortable Doing then being Done To.
(Ah. I've got this theory: Internal and External characters.
Internal characters are about being changed themselves.
External characters are about changing their world.
There's no real pure kind either way, but I wonder if characters don't tend to gravitate towards on pole or another.
Generally speaking the "smash'em all and let the diplomats sort it out" are the External kind -and so usually are the diplomats. "
We get sh*t done" is their motto.
The people on personal quests? The ones less about their immediate circumstances and more about their own reactions? They're Internally driven. They're about becoming, and in the process grow to change the lives of others. This is more common among DK's, Elorii, and Gnomes then others imo.)
I say my point remains uncontested.
A party that's imbecilic at social encounters but are also blood-drenched gods of combat will fair better then a part of silver-tongued aristocrats who can't remember which end of the dagger goes into the angry people.
Combat is naturally a dramatic narrative tool; incidentally combat is also the largest singular set of actions that require rules. I've never encountered a system that split a dinner party into dozens of variables of abilities and interactions while reducing combat down to a few hostile resolution skills called things like "Killing" and "Not Dying" -unlike Persuasion and Empathy and the like being design standard schema.
Bad RP isn't dangerous because at the minimum there aren't rules for dying of embarrassment.
Yeah, a great GM can save a bad encounter like a bad GM can damn an interesting one. Nor do I consider my experiences to be the prevailing experiences of all the players for a given encounter.
But I won't be silent about what a bad damn idea the RPG Arms Race
always is and how suggesting that getting ruthless about Helpless-inducing effects in response to things like Solidify Water is appalling because a) I care way too much about this setting, and b)
I'm not lucky.
When Illir decides a "Fire-From-Heaven" lesson is in order I tend to be the one who forgot his asbestos umbrella, and consequently I've come to appreciate how easily the little weeny PC's can be mulched because I had a ring-side seat to the three revisions of Lifewarden while Psi-Warriors and Warped Ones went on unchecked.
I don't mean to drag up the past to shame anyone, but I do mean to make the point that priorities are mixed up when a d4 versus d6 hit die is a conversation rager while having a
50 Strength ("I have a 30 Might and a 30 Prowess, of course it's balanced!") is almost unremarkable.
So is Solidify Water broken because it can be used to cause Helplessness?
Hell yes!
But the solution isn't to stump for eye-for-an-eye, but to debuff Helpless so that a party of Thralls on hot streak don't wipe a party.
How about they Push and dish out Strain when they hit instead? Piling on Recovery and Strain is a great way to punish without just butchering everyone.
Also, seriously. Sleep/Hold Person effects are where casters start demonstrating how broken they can be. If there's nothing like that for non-casters, it's probably a bad idea that could stand to be forgotten.
Enemy of My Enemy and Challenge both have progressive penalties, why not this other stuff?
Besides that we're going in circles; let's PM this out if you want. I'd rather not because, hey, circles.