Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Low Fantasy Gaming Offers A Delicious Blend of Different D&D Editions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jayoungr" data-source="post: 8121936" data-attributes="member: 6702445"><p>So, I'm prepared to concede that this is just a difference in playstyles, so please don't take this as any kind of slight on what other people like, but ... can someone explain to me why this is <em>fun</em> for you?</p><p></p><p>Personally, I absolutely hate games that have mechanics where the moment you use them, you're automatically weaker, and there's no way to get them back. All it does is stress me out. I don't enjoy it.</p><p></p><p>But this kind of mechanic is common enough that there must be people for whom it actually enhances the game, so could someone who does enjoy it as a player explain to me what you get out of that experience? Assume I'm clueless, because when it comes to this, I really am.</p><p></p><p>The designer's goals make no sense to me. First, limiting the amount of luck already forces players to make choices about when to use it, without adding the part about how it becomes weaker as you go. Second, why do you want to make the adventure artificially more dangerous as you go along? Do you not trust the DM to be able to escalate the tension? Is it a goal to have adventurers fail? Does the designer think people won't enjoy their victories unless they feel like the deck was stacked against them? As for the third reason, I once again don't see how reducing the effectiveness of luck works better for that than simply limiting the total quantity.</p></blockquote><p></p>
[QUOTE="jayoungr, post: 8121936, member: 6702445"] So, I'm prepared to concede that this is just a difference in playstyles, so please don't take this as any kind of slight on what other people like, but ... can someone explain to me why this is [I]fun[/I] for you? Personally, I absolutely hate games that have mechanics where the moment you use them, you're automatically weaker, and there's no way to get them back. All it does is stress me out. I don't enjoy it. But this kind of mechanic is common enough that there must be people for whom it actually enhances the game, so could someone who does enjoy it as a player explain to me what you get out of that experience? Assume I'm clueless, because when it comes to this, I really am. The designer's goals make no sense to me. First, limiting the amount of luck already forces players to make choices about when to use it, without adding the part about how it becomes weaker as you go. Second, why do you want to make the adventure artificially more dangerous as you go along? Do you not trust the DM to be able to escalate the tension? Is it a goal to have adventurers fail? Does the designer think people won't enjoy their victories unless they feel like the deck was stacked against them? As for the third reason, I once again don't see how reducing the effectiveness of luck works better for that than simply limiting the total quantity. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Low Fantasy Gaming Offers A Delicious Blend of Different D&D Editions
Top