Imaro
Legend
typically, people need to eat to survive.
Typically people need much more than just food to survive.
typically, people need to eat to survive.
Then you'll just have to accept the drawbacks with the benefits.And if one wishes to play a divine caster...?
That's why they have lots and lots of minions and other immortal servants, to do that work for them.Major gods must hardly have any time for anything but watching their millions of worshipers.
Many DMs call for checks which happen in sequential order.auto-changed the 4 to 1 here because I split the list, annoying. Pretend it still says 4.)
If the DM is calling for individual checks like this, shouldn't they be resolved in isolation? So for example yes Jocinda succeeds in finding a sheltered campsite and Corach succeeds in catching a few fish in the stream but Brakk fails to find any useful firewood and Petra utterly blows her attempt to forecast the weather. Tramasine, however, is sure she knows which way the group needs to go once daylight returns tomorrow as she spotted a landmark just before darkness fell.
Rather than batching all this together into one overall success or failure, why not play through the ramifications of each aspect? They've now got a good campsite and some food, and they know where they're going tomorrow, but they've no way to cook that food and no idea what the weather's going to do. So what do they do now?
But what if a player with less meta knowledge of the subject or less outgoing wants to be involved. They act the knowledge to be useful or or the personality to get in the conversation with helpful info.I've no problem with one player (in character) dominating a scene that the characger is largely designed for. Here, a Ranger or Druid should be the star. That's not to say they're the only contributors, though; as with any situation, it's on the players to find ways to insert their characters into the scene.
I'm not a fan of gamism intruding all that much; and the swinginess of the d20 is largely in the DM's hands in any case, by putting these rolls on a sliding scale of success (e.g. Brakk's roll to find firewood could also bake in what/how much he finds, such that on a high 'success' roll he finds lots, on a narrow 'success' roll he finds enough but it's wet or hard to light, on a narrow 'fail' roll he finds some but not enough to last the night, on a worse 'fail' roll he doesn't even find enough to cook the fish, and only on a very poor roll does he not find any at all).
More broadly, this allows one roll to resolve a number of corollary issues simply by putting it on a sliding scale rather than binary pass-fail. Yes it's a bit GM-fiat-y in that the GM has to come up with this sliding scale pretty much on the fly each time; but that too is a bit realistic in that no two situations are going to be the same anyway
The benefit of gamism is that it ensures teamplay. The drawback is that it's unnatural.I'm not a fan of gamism intruding all that much; and the swinginess of the d20 is largely in the DM's hands in any case, by putting these rolls on a sliding scale of success (e.g. Brakk's roll to find firewood could also bake in what/how much he finds, such that on a high 'success' roll he finds lots, on a narrow 'success' roll he finds enough but it's wet or hard to light, on a narrow 'fail' roll he finds some but not enough to last the night, on a worse 'fail' roll he doesn't even find enough to cook the fish, and only on a very poor roll does he not find any at all).
More broadly, this allows one roll to resolve a number of corollary issues simply by putting it on a sliding scale rather than binary pass-fail. Yes it's a bit GM-fiat-y in that the GM has to come up with this sliding scale pretty much on the fly each time; but that too is a bit realistic in that no two situations are going to be the same anyway.
That's cause those people are weak.typically, people need to eat to survive.
In the 4e-5e style where encounters are generally designed to be dealable-withable by the party and lethality is correspondingly lower, and resources of various kinds are often easy to come by, you're probably right: survival play has to be contrived.Isn't almost any survival gameplay contrived?? I can't think of a single example where it's not that's just part of the genre.
It is to an extent, and up until Wish, magic doesn't cure all ills when it comes to survival. It does steadily cure more and more, assuming the party has access to it. However, the survival issues also become greater and greater as levels go up, so it balances out.Isn't almost any survival gameplay contrived??
They also typically need to breathe, but hitting them with monsters is not survival, it's combat oriented play. Food is a basic survival necessity, but it's FAR from the only one and making it plentiful doesn't take away from a heavy survival oriented campaign due to the other survival aspects that are present.typically, people need to eat to survive.
sure like air, water, shelter and sleep, but those and food are the most fundamental needs, if you don't have those then it doesn't matter if you're armed to the teeth enough to take on a small army, if you don't have a source of food you're going to starve, you can't eat your sword, that's why it's typically emphasised as a key element in survival gameplay.Typically people need much more than just food to survive.
sure like air, water, shelter and sleep, but those and food are the most fundamental needs, if you don't have those then it doesn't matter if you're armed to the teeth enough to take on a small army, if you don't have a source of food you're going to starve, you can't eat your sword.
That would be situationally dependent. In my example of the party trying to make camp, in the fiction all those things would be happening more or less at the same time, with the party comparing notes once they'd all done those things and determining their next move based on the individual results of their attempted actions (they've got a good campsite, food (and water, remember those fish came from a creek), and a path; but no firewood and are at the mercy of the weather).Many DMs call for checks which happen in sequential order.
John does X. If he success, they run into a Y. Jane attempts to bypass the Y. If she success, they run into a Z. June attempts to bypass the Z. If she success, they run into a ZZ. But June failed and the party is locked out of this path.
My take on that is that the spotlight is there not to be shared, but to be competed for.But what if a player with less meta knowledge of the subject or less outgoing wants to be involved. They act the knowledge to be useful or or the personality to get in the conversation with helpful info.
If the ranger is the only on excited about foraging or tracking, it's fine. But if 2 or more are interested, it's up to the players and DM to figure out how to share stoplight as it isn't enforced.
Well, it ensures team play only if the group acts like a team, which IME is never a safe assumption to make.The benefit of gamism is that it ensures teamplay. The drawback is that it's unnatural.