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I think comics ,TTRPGs, and books often fall into escapist fantasy, usually in that priority. Nothing wrong with escapist fantasy. If my reality was filled with people who were fun and interesting and enough adventure to last every day, I doubt I'd spend a single minute pretending to be a cybered up Elf from the future.
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# ? Jan 21, 2022 02:57 |
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# ? Apr 26, 2024 19:19 |
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ninjoatse.cx posted:I think comics ,TTRPGs, and books often fall into escapist fantasy, usually in that priority. Nothing wrong with escapist fantasy. I don't think that superheroes are necessarily the template for escapist fantasy writ large. Nor do they sit at a nexus of it. I think they just have particular cache with a certain strata of nerdery in the current day and age. Entirely possible that'll fall off in the coming years, who's to say. The game that provoked this thought was Dungeon World, which I have plenty of other criticism of but the time my group just literally ran it as modern superheroes it felt pretty good (Winter Mage in particular is very much a superhero). That said the most escapist fantasy video game I've played has definitely been Wanderhome.
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# ? Jan 21, 2022 03:21 |
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Is... yeah, okay, You Say Run is on it.
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# ? Jan 21, 2022 03:22 |
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Have any of you ever read anything about or even heard of an rpg called Vulcania? https://www.drivethrurpg.com/product/308006/Vulcania-The-RolePlaying-Game I'm a terrible judge as far as telling whether something is actually good or not mechanically. They have a kickstarter up for some expansion book stuff so I'm trying to learn more about the core game. Unfortunately I can't find much on youtube other than vids the creators themselves put out for the kickstarters, which obviously are going to be biased in favor of their product. I'm mostly interested because it looks kind of Jules Verne/Torchlight-esque aesthetically (the creators have used both "steampunk" and "magmapunk" to describe it but idk) and the creators talk about how you also create airships as well and I'm all for airship customization and adventuring centered around that. I don't know how much of that is in the actual game though or if the game is even any good. So hopefully someone here knows something about it.
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# ? Jan 21, 2022 04:07 |
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Has anyone played Cypher System and made it work? I played in a Numenera campaign for a year and a half and the GM just couldn't make it work really, at least in my opinion. I felt like the system was trash, but I also felt like it was actually really close to actually being an interesting system. Like, some home rules making 2 types of XP, so players actually spend it, make cyphers more conceptual so they actually make sense to use. There are things I increasing like on reflection, like how it does enemy stats, and I can see how the adjective-noun-verb character creation makes characters clear (if you actually find a good combo).
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# ? Jan 21, 2022 17:27 |
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Hiro Protagonist posted:Has anyone played Cypher System and made it work? I played in a Numenera campaign for a year and a half and the GM just couldn't make it work really, at least in my opinion. I felt like the system was trash, but I also felt like it was actually really close to actually being an interesting system. Like, some home rules making 2 types of XP, so players actually spend it, make cyphers more conceptual so they actually make sense to use. There are things I increasing like on reflection, like how it does enemy stats, and I can see how the adjective-noun-verb character creation makes characters clear (if you actually find a good combo). The best houserule I've seen for Cypher is that when you get XP you have to spend it in order to make it eligible to use for leveling up. That way you can get the benny and the long-term advancement out of it. I still don't think the system is very good, but that rule is pretty good.
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# ? Jan 21, 2022 17:32 |
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Bennies-as-XP is far from the worst thing about Cypher. It's basically just busted in both balance and rulesfeel. I thought that No Thank You Evil's variations might have helped, but according to folks who actually played it, they didn't at all.
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# ? Jan 21, 2022 17:39 |
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Absurd Alhazred posted:Search results expire, don't they? Oh! Welp. So much for trying to be clever! The first effortpost about Wingspan in the boardgame thread is here. Noseen is set in this URL, so it won't bust your last-read bookmark if you click.
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# ? Jan 21, 2022 18:54 |
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I played Numenera at the university RPG club exactly once. I don't recall what version of the system it was, but it felt like 3e D20 with a thin layer of science fiction overtop. There was a fighter class and a thief class and a mage class, and the latter was godlike while the former two struggled to do anything. The eponymous Cyphers were the best part.
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# ? Jan 21, 2022 18:56 |
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mellonbread posted:I don't recall what version of the system it was, but it felt like 3e D20 with a thin layer of science fiction overtop. There was a fighter class and a thief class and a mage class, and the latter was godlike while the former two struggled to do anything. Yes, it's a game written by Monte Cook.
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# ? Jan 21, 2022 18:57 |
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I've never really cared about anything Monte Cook did, so he went out of his way to take a great big poo poo on Jack Vance's work, just to get my attention.
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# ? Jan 21, 2022 19:00 |
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mellonbread posted:I played Numenera at the university RPG club exactly once. I don't recall what version of the system it was, but it felt like 3e D20 with a thin layer of science fiction overtop. There was a fighter class and a thief class and a mage class, and the latter was godlike while the former two struggled to do anything. The eponymous Cyphers were the best part. There might have been an OGL Numenera? The bug problem with Cypher rulesfeel is that your stat doesn't give a bonus to every roll, it just gives a number of tokens you can use to gain a bonus. And by default, you can only use 1 per roll. So if you're trying to break down a gate, say, having a higher strength than the other guy doesn't actually make you any better at doing it, it just means you can break down more gates in a day. And yes, all the pre-NTYE Cypher games just have fighter, thief and mage with silly names (Spinner?) as their Nouns.
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# ? Jan 21, 2022 19:02 |
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Hiro Protagonist posted:Has anyone played Cypher System and made it work? I played Torment: Tides of Numenera, and it kind of worked.
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# ? Jan 22, 2022 00:24 |
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PurpleXVI posted:I find it hard to decide which is the more realistic perception. On the one hand, going by politics as-declared, right-wing movements should be pretty big fans of vigilante lawmen(often in some way rich or privileged), going around beating up poor people committing financial/property crime to try and survive. On the other hand, plenty of right-wing governments would be real worried about the existence of a left-leaning superhero that couldn't just be put down with water cannons, pepper spray and casual police violence. I'll first state that right-wingers in the USA haven't been anti-government for decades, and that "police are the enemy" narratives tends to be rarer in left-leaning circles than they actually are; outside of anarchists, there's a lot of socialists who are perfectly fine with LEO cooperation in certain circumstances. Look at every communist country that had a police force, or people saying to throw the book at the Capitol rioters, or tankies in general. The "right-wing indivudalism" is pretty much deceptive set-dressing, when you see all the Thin Blue Line stickers. The politics of superheroing is a very weird place where it can be at both once radical and regressive. The setting of Freedom City feels like it's trying to have its way both times. For instance, there's a side-bar in one of the products about the UN being a much more competent and just organization in Earth-Prime than our own world and also that AEGIS has a good track record of putting down SHADOW operations and Nazi survivors of WW2. The idea is that the average person is at heart a good, decent person who wants the best for others. Villains, criminals, and similar sorts are departures from the norm. Urban planning at the very least seems much better given that Dr. Metropolis can pretty much repair any major collateral damage that results from Kaiju invasions and similar things; and since he can teleport between major population centers he's by no means confined to Freedom City. But on the other hand Freedom City also has a world where major historical and social events have unfolded in highly similar ways to our own. World War 2 and the Holocaust happened, the US still invaded Iraq on false pretenses, and so on and so forth. And while I'll touch on it in future posts, climate change is still happening and it seems that the only individuals who want to do something about it are supervillains in a classic "their intentions are good but their means go too far" way. I've been reading some other superhero RPG settings that I feel at least try to play around with history and society when you have uber-powered beacons of justice wanting to fix the world. For instance, Tiny Supers has an alliance of Middle Eastern supers who prevented the US and USSR from turning their countries into proxy wars for oil and are much more stable. Aberrant 2nd Edition transferred to cleaner energy sources and helped repair the ozone layer. They are still "modern" worlds with recognizable settings that still have conflict, but acknowledges that some dirty patches in our own world have been cleaned up. This isn't just a flaw of Freedom City or superhero RPGs; the whole "Reed Richards can't cure cancer or else we'll become a sci-fi utopia" is a bit of an absurd argument when you realize how far technology has traveled since the Golden Age of Comics yet we still have problems. It's effectively an Appeal to Tradition, which can seem and be right-wing, although it's purely on aesthetics rather than ideology while still being wrong. And I'm sorry if this post looks like a ramble, I just had a bunch of thoughts I wanted to edit just right. Libertad! fucked around with this message at 03:01 on Jan 22, 2022 |
# ? Jan 22, 2022 02:50 |
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More superhero settings need to steal from Astro City
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# ? Jan 22, 2022 03:16 |
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Necessary Evil (the first Savage Worlds superhero thing) had all the heroes be flat out captured or killed by alien invaders and the only supers left were 2nd and 3rd string villains who had to save the world.
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# ? Jan 22, 2022 06:12 |
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drrockso20 posted:More superhero settings need to steal from Astro City As someone who has heard many good things about but hasn't read the series, what makes it so stellar in terms of setting?
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# ? Jan 22, 2022 08:36 |
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Libertad! posted:outside of anarchists, there's a lot of socialists who are perfectly fine with LEO cooperation in certain circumstances. Look at [...] people saying to throw the book at the Capitol rioters I agree with almost everything you posted but I want to pick you up on this specific thing: you can be opposed to the police force while still agitating for the police force to serve the purpose they claim to exist to serve. "They shouldn't exist, but if we're stuck with them can they at least do their job?" isn't a contradiction.
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# ? Jan 22, 2022 09:15 |
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Whybird posted:I agree with almost everything you posted but I want to pick you up on this specific thing: you can be opposed to the police force while still agitating for the police force to serve the purpose they claim to exist to serve. "They shouldn't exist, but if we're stuck with them can they at least do their job?" isn't a contradiction. I was referring more to the "abolish the police" advocates which have a more radical viewpoint than the reformist "defund the police" and also to illustrate that antigovernmental and pro-police sentiments aren't just on one end of the spectrum, although I apologize if I didn't make that clear.
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# ? Jan 22, 2022 09:30 |
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Is this a good time to post about my future SWAT tabletop game I'm making
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# ? Jan 22, 2022 09:51 |
Agoat posted:Is this a good time to post about my future SWAT tabletop game I'm making Libertad! posted:This isn't just a flaw of Freedom City or superhero RPGs; the whole "Reed Richards can't cure cancer or else we'll become a sci-fi utopia" is a bit of an absurd argument when you realize how far technology has traveled since the Golden Age of Comics yet we still have problems. It's effectively an Appeal to Tradition, which can seem and be right-wing, although it's purely on aesthetics rather than ideology while still being wrong. This has typically come up with cancer treatments, despite there being a very easy way around this that's even slightly educational - you can't cure 'cancer' because cancer is a ton of different specific syndromes. You can even up-sell human technology if you say that the Magic Apples of Eris can't affect THIS cancer... but the treatments that humanity has come up with have a reasonably acceptable cure rate. I think one other factor with superhero comics and settings is that the place where you draw the line between "it's basically the real world, but with superheroes!" vs. "it's an alternate-universe with comic book superhero poo poo happening" is completely arbitrary and neither of the big two historical comic publishers give you a very good example. But in an RPG setting, you can make the calls! You can just... decide that Dr. Fusion figured out a reliable fusion-reactor design using reasonably priced materials that can't be used to produce the Fusor Ray, made it public domain, and retired a world-historical hero (or, if you prefer, was mysteriously assassinated shortly thereafter-- but the plans got out there!). You don't have to sell comic books!
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# ? Jan 22, 2022 10:42 |
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Humbug Scoolbus posted:Necessary Evil (the first Savage Worlds superhero thing) had all the heroes be flat out captured or killed by alien invaders and the only supers left were 2nd and 3rd string villains who had to save the world. Weirdly enough this is kinda where the MCU is more or less by accident, with all the big-name heroes dead or out of action after Thanos. (lol, Black Panther) On another note, was looking at some jokes about D&D styled resurrection mechanics, and reminded of one thing Order of the Stick does well; exploring the implications of Raise Dead and such spells in a world where they're known quantities and run by certain mechanics. Certain caveats like having a vague idea of the kind of person who's reviving you, and being able to choose whether or not you come back, make a BIG difference- and mean the spell is effectively a crapshoot on anyone who's not a party member who you know meta-knowledge wise wants to come back to resume the adventures. Especially when they're already literally in their own personal Heaven. Like, when they try to revive Lord Hinjo who's already lived a full life and has no interest in coming back to deal with loose ends when just surviving that long was hard enough, or in the particular tragic case of Roy's brother who was too young to really understand the implications. And played with later when one character does decide to come back to life when they've earned a perfectly honourable death because they think it's worth it. I suppose Dragon Ball, which plays death even more cheaply, has similar things going on, where Goku himself at one point chooses to stay dead. (for a while)
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# ? Jan 22, 2022 12:08 |
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Ghost Leviathan posted:Weirdly enough this is kinda where the MCU is more or less by accident, with all the big-name heroes dead or out of action after Thanos. (lol, Black Panther) I've preferred that sort of "the character has to want to come back, and have a spirit that can, since they might be in an afterlfe that's hard to leave" sort of restrictions on raising the dead vs the stuff that feels more rules lawyery answers for why say the PCs are frequently able to come back but NPCs aren't. It feels like a lot of games get bogged down trying for verisimilitude/to make death have stakes by throwing in rules about corpse timers and state, or cash costs and stat penalties as explanations for why tragic deaths happen ot why the big bad doesn't just keep coming back from the dead.
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# ? Jan 22, 2022 13:06 |
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Sometime I'd like to run a fantasy RP campaign where the limit on resurrection is that the cost of magical components doubles each time. Your first resurrection costs about a year's wages for an average peasant in magical components, which isn't so much of a problem for the 1% that adventurers represent, but by the time you've had your tenth it's over a thousand and climbing.
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# ? Jan 22, 2022 21:34 |
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Well your basic D&D resurrections cost hundreds or thousands of GP, so yeah pretty much beyond the reach of your average peasant. It only becomes weird when allies of PCs or nobility get involved, at which point it immediately gets incredibly weird.
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# ? Jan 22, 2022 21:49 |
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Splicer posted:Well your basic D&D resurrections cost hundreds or thousands of GP, so yeah pretty much beyond the reach of your average peasant. It only becomes weird when allies of PCs or nobility get involved, at which point it immediately gets incredibly weird. Which is the kinda thing I find 'meh' about limits on resurrection. It also may have just been playing earlier games with folks who didn't know the rules or chose to ignore stuff but it really felt like iterations of D&D kept adding more banal stuff like corpse freshness or intactness rules, things like diseases, curses, and other negative effects carrying over and so on. If a group of PCs discover "hey let's just die and get resurrected to deal with negative stat drain or mummy rot" I say the consequences should be more story driven. Or the PCs can be revived but there aren't just clerics wandering the world constantly bringing everyone back because the PCs are special to the story, not capitalism. It also leads to boring game design, like I was sold on a holy berserker path for a 5e game as if the class features would make him a loving Rasputin who just keeps getting back up. The actual mechanics: "Oh it doesn't cost gold to rez you. All the other lovely restrictions apply, and you can choose to do a different damage type when raging " Wow, that's totally almost on par with the narrative control a caster gets!
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# ? Jan 23, 2022 00:27 |
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Whybird posted:Sometime I'd like to run a fantasy RP campaign where the limit on resurrection is that the cost of magical components doubles each time. Your first resurrection costs about a year's wages for an average peasant in magical components, which isn't so much of a problem for the 1% that adventurers represent, but by the time you've had your tenth it's over a thousand and climbing. quote:Special: You can cast this spell only once per level, and a limited number of times in your life. You must have most of the corpse available to cast the spell. There’s no time limit on resurrecting a dead PC, so long as you have the corpse. e: of note, with the 1/level limit a PC can normally only cast this four times in the first place, unless you go out of your way to get it early; but then, 13th Age is big on the idea that any rule like that has an implied "unless it's interesting for the story" attached. My Lovely Horse fucked around with this message at 11:58 on Jan 23, 2022 |
# ? Jan 23, 2022 11:56 |
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Resurrection spells should not exist. They're a symptom of a whole bunch of problems with D&D and its clones, including but not limited to random, dice-driven deaths and the "everything's a spell" mentality. If you're going to have rare, plot important resurrection as a thing in your game it should be several pages of GM advice outlining how to integrate a once-off return from the dead adventure into your existing campaign and mythos, not something with arbitrary mechanical limitations. If it is something that you can just learn to do then "death isn't real" needs to be integrated into your settting from the ground up. You can't have a generic pseudo-medieval tragic death setting and "bring back from the dead" something you can just take as a levelup benny. Splicer fucked around with this message at 12:45 on Jan 23, 2022 |
# ? Jan 23, 2022 12:41 |
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Yeah, it's the balancing act of "narratively death needs to hold significance for adventures to be satisfying" and "practically if magic actually existed tons of effort would be put in to develop a way to bring back the dead". That's a dissonance I don't envy trying to square.
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# ? Jan 23, 2022 12:45 |
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Magnetic North posted:Yeah, it's the balancing act of "narratively death needs to hold significance for adventures to be satisfying" and "practically if magic actually existed tons of effort would be put in to develop a way to bring back the dead". That's a dissonance I don't envy trying to square. More importantly there's an easy way to square that circle: reliably bringing back the dead by waving your hands around just isn't possible. People have tried and tried but "wave your hands and chant" just results in zombies or horrors. Any verifiable returns from the dead are lost to antiquity, unreliable one-offs, or had costs like "kill a god". The only reason to have return from the dead mechanics in your otherwise "death is bad" game are to account for the situations where a character has definitely died and the players would find the narrative more satisfying if they stayed having died but then stopped being dead. If this is happening enough that adventurers have Charon on speed dial then you need to readdress how the system kills characters or you need to realign player expectations or you need to bake functional invulnerability into the setting. If it's happening once or twice per campaign then that's not a spell, that's a module. e: or your characters invent or recover the reliable return from the dead spell and now that's what your campaign is about. Splicer fucked around with this message at 13:25 on Jan 23, 2022 |
# ? Jan 23, 2022 13:19 |
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Splicer posted:Resurrection spells should not exist. They're a symptom of a whole bunch of problems with D&D and its clones, including but not limited to random, dice-driven deaths and the "everything's a spell" mentality. D&D really needs to introduce a "beaten to within an inch of their life, seriously, tie em to a bier and drag em to a doctor" status effect. It would solve so many problems.
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# ? Jan 23, 2022 13:25 |
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Strom Cuzewon posted:D&D really needs to introduce a "beaten to within an inch of their life, seriously, tie em to a bier and drag em to a doctor" status effect. It would solve so many problems.
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# ? Jan 23, 2022 13:29 |
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All good points. Hell, having the Dragon Balls or something equivalent isn't even the worst way, since they're explicitly something anyone can use if you just manage to get them.
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# ? Jan 23, 2022 13:32 |
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Siivola posted:Why bother? If they need time to recuperate, they're as good as dead and the player needs to roll a new character anyway.
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# ? Jan 23, 2022 13:36 |
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Splicer posted:If it is something that you can just learn to do then "death isn't real" needs to be integrated into your settting from the ground up. You can't have a generic pseudo-medieval tragic death setting and "bring back from the dead" something you can just take as a levelup benny. I'm reminded of the Vlad Taltos books, where death is so easily conquered (for the upper classes, at least) that sending an assassin to kill someone is regarded as a warning.
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# ? Jan 23, 2022 13:43 |
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Splicer posted:Doctor just waves his hands and fixes them up overnight. "No such thing as long term injury" doesn't have the same emotional and narrative impact as "more like the dim weeper amirite"
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# ? Jan 23, 2022 13:47 |
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Siivola posted:In that case, double why bother? That's what being at zero hit points is. You don't need to add rules to remove the dying rules.
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# ? Jan 23, 2022 13:52 |
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Siivola posted:Why bother? If they need time to recuperate, they're as good as dead and the player needs to roll a new character anyway. Mostly so that you can have dangerous fights in which the players get the crap beaten out of them , face narrative consequences for losing (as they're too beaten up to stop whatever bad thing they were trying to stop) without making death seem like a minor inconvenience.
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# ? Jan 23, 2022 14:00 |
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Splicer posted:No, being at 0 hit points paradoxically both means you're three stiff breezes away from the long sleep AND that the most bargain basement 1hp paladin bump means you can help set up camp and take third watch. Do you really need to have rules for needing long term care? It's a goddamn tabletop rpg
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# ? Jan 23, 2022 14:02 |
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# ? Apr 26, 2024 19:19 |
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Andrast posted:Do you really need to have rules for needing long term care? It's a goddamn tabletop rpg
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# ? Jan 23, 2022 14:04 |