virgileso wrote:I wasn't confused as to why the final boss needs to be bigger than his minions, I was confused as to why he needs to be baseline HUGE compared to his minions. For encounter progression, I don't see the need for continual escalation of challenges, you can have a tempo of challenge going up and down (and still have the climax at the end).
This wound system already makes future encounters more and more challenging until the climax, so unless you're dumbing down your encounters I'm not sure what your complaint is here.
I already said players want at least the illusion of tension, yet you want even that veil ripped off. Some resource management works, and having difficulty scale based on prior encounter's luck is very unlikely to be that problematic/arbitrary because of the whole aggregate thing (making appreciable variation more unlikely than bad rolls in the last fight).
What aggregate thing? It's not like regular combat where some of them you curbstomp the foes and others you escape by the skin of your teeth--it's a wound you're not allowed to heal into the adventure is over. A wound that inflicts performance penalities that
stack on top of how you roll the dice. An encounter that you might've bared scraped by on turns lethal because of something completely arbitrary to the fight at hand. And that's bullshit.
There is a connection I, and hopefully others, want with the character for greater enjoyment. Not having prior events mean anything puts the character in this form of stasis that distances awareness of the character, especially on the scale you're arguing for.
I can understand that, but you should really be searching for a different way to feel story progression other than taking it in the ass on the probability curve.
Enemies learning about your triptastic tactics and forming ways to counter it is good. Enemies who flee the battle earlier than they normally would because they saw the wizard turn someone's body inside out is good. Enemies warning the others so they can get behind reinforcements is also good.
What's not good is just assigning boring penalties to a d20 roll. It causes balance issues, may not come into effect at all, and is simply just too generic to give that combat that extra 'oomph'.
There is also the, I hate to use this word, verisimilitude. This basically means that characters can NEVER suffer anything more severe than a bruise or minor laceration, because otherwise we have broken bones resetting instantly, gaping holes resealing, poison flushing out of the system, etc.
It's a break from reality to facilitate a fair combat system, sort of like not dropping Ancient Wyrm Red Dragons on the starting village even though they're just as likely a monster as a horde of ninja goblins.
Talisman wrote:Well, this is a problem with the system, isn't it? What the hell kind of heroic adventure game doesn't allow you to make heroic, last-minute rescues?
I'm saying that the game shouldn't
punish game mechanically more than it should for making a choice expected by the genre. Increasing the chance of death in an encounter from 10% to 30% is woefully unfair, especially when the characters are expected to go on MANY MORE adventures.
I'm also not going to reward players for being so cowardly that they refuse to take any risk of character death, or take on any challenging combat at less than 95% health.
Guess what? Avoiding punishment is the same thing as getting a reward.
If you're going to rip up peoples' character sheets for doing the 'right' thing, then you might as well give them a pat on the back for doing the 'wrong' thing.
Partially true. I don't object to a limited amount of reloads and quick healing; I object to there "we're low on resources; screw the adventure" mentality. It works okay for exploration; not so much for other scenarios.
Look, when the choices come down to 'make a stupid and senseless sacrifice and go home for the night' and 'fuck the DM's zero-sum adventure and find something else to do', I'm going to pick the latter.
I throw your adventure's dumbass guilt trip right back in its face. Seriously, from a game perspective no one gives a shit whether or not the princess gets rescued. D&D continues normally and there will just be another adventure around the corner. The game does care if you get your damn self killed.
I play my damn character, not the setting, and if the setting says 'if you play the game my way then I throw your character sheet in the fire' then my response is
FUCK THE ADVENTURE.