• 5 Posts
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Joined 2 years ago
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Cake day: July 18th, 2023

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  • “Balance” gets abused a lot, as a term. It means multiple things, and it results in people talking past each other.

    Intra-party balance – that is, everyone in the party being approximately equally capable – is important for most tables because most people resent getting clowned on by their so-called allies.

    Creature/encounter balance is not about forcing the fights players get into to be fair, but about having a reliable way of telling how hard the fight will be. That knowledge is not an obligation to make the fights fair.







  • Kichae@lemmy.catoRPGMemes @ttrpg.networkEthics, shmethics
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    2 months ago

    In Narrarive Declaration’s Kingmaker 2e actual play campaign, their necromancer invites people to sign contracts to be brought back as thralls after they die, because informed concent is leagues better than doing it without concent.

    Plus, he promises them health and dental.



  • Kichae@lemmy.catoAutism@lemmy.worldInteresting theory
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    3 months ago

    Bingo. Grades were ok? No scrutiny for you whatsoever. The fact that you’re being physicallly and emotionally abused by your peers to the point of being afraid to say more than 3 words to them, or anybody else, because you don’t kbow how to interact with them is not a concern.

    You only get help, or even just context, if you’re causing problems for the adults.


  • It’s really easy so long as you a) start at level 1 or 2 and avoid building out too far ahead, b) build to a character concept rather than try to optimize mechanically, c) avoid options released in adventures. Oh, and d), understand that retraining is actually baked into the rules.

    Adventure character content is less rigorously tested, and mostly amounts to professional homebrew. It’s often super focused on the scenarios presented in the adventute and significantly less applicable in general.

    Focusing on mechanical optimjzation rather than character concept often leads to madness, since feats are generally well placed within the same power bands (there are few stand out or trap options). For a crunvhy game, it’s often best played descriptively.

    Characters become mechanically more complex every level or two, so starting at higher levels can be very overwhelming for new players. Building out a higher level character means choosing a lot of feats, and often the utility of those feats is only really understood through play.