@MikeQ The situation is: the DM did the right thing, decouple level ups from encounters (also see the conversation I replied to), until it sadly turned out that he didn't decouple all of character progression from the encounters, so I felt tricked.
@Zachiel So there was an optional encounter where the reward included an ability score increase and a feat? That's... not how character progression works
@MikeQ be aware that D&D elements are (previous edition knowledge) fire, acid, lightning sonic/thunder and cold. Poison, negative/necrotic, positive/radiant, etc. are not elemental damage
@Zachiel Railroading in moderation is fine (and often necessary). Static worlds are... okay, but sometimes problematic. I also dislike distributing XP and prefer group advancement. The way I do it, I have the party advance a level as a way of measuring campaign progress, or as a reward for a plot arc.
In a static world, it sometimes feels cheap (if the level up comes too early) or unfair (if it comes too late)
For example, in one published adventure, our group leveled up, approached the dungeon, then teleported to the end and looted the treasure. Then we level up again, because reaching the end counted as "completing" the dungeon.
@MikeQ the only cheap thing was the moment where we were imbued with divine strenght and had to fight some enemies while we couldn't be dropped into negatives, and the DM just told us that we weren't going to play that out since it was already decided that we had to win.
In another example, there was a very convoluted dungeon that took us around a year in real time to complete. The book says you don't level up until the end. To us players, the dungeon was an absolute slog
@Zachiel Turns out, we traversed the dungeon in the "wrong" order (relative to how the designers intended it, I guess), and missed the hallway/encounter where the book said to level up. So we were going through incredibly difficult battles (in the other halls) with no reward at the end of them. Not fun.
When I DM'ed my first adventure I had the same problem. It was an adventure intended for D&D 1e that I was converting to 3e. According to the encounter ratings, the PCs were supposed to get to the end at level 8. Had I given them XP as the book rules, I gues they could have reached 17 by that point. One of the players never stopped complaining.
@Zachiel Oof. That's either terrible writing or the DM missed something (you might be imbued with divine strength and be unable to physically lose the fight... but there may be consequences if e.g. you don't do it fast enough (hostages die, ritual completes, etc))
@Delioth No, the designer just intended it to be an epic fight with some deus ex machina safety measures... but the DM telling us what the safety measures were sorta ruined it all.
@Zachiel Hell, as a GM I wouldn't want to run the fight either. It'd feel shitty as a player to fight tooth and nail, and right when you get hit by a crit (GM doesn't use a screen), GM then says: "And you don't go down, because of the divine might!"
@Zachiel I have had a few of those. Epic battles where there is a death mechanic that doesn't involve the player dying... and a tpk mechanic where the battle gets won anyway, but they don't get the cool ending. Telling the players ahead of time definitely ruins it.
@MikeQ I'll have you know I've only killed one character, and they kinda did it themself (unprepared in a known aquatic part, got smashed by a big beastie after intentionally provoking it)
@ColinGross It works both ways. I've run screen-less one shots where I consistently rolled under a 10 on the enemy attacks, and so the PCs never got hit. Bad dice shouldn't result in boring gameplay.
@MikeQ Either the players failed to play well and tactically (at which point you shouldn't fudge), or you set the difficulty too high (at which point you're really just covering for your own mistakes, and should be more transparent with your players rather than deciding fate and fudging the roll)
@MikeQ I knew a guy who used to use psuedorandom (so that when the enemies hit or miss they get a slight bias towards or against the rest if the attacks in that encounter).
Also, character death isn't a bad thing. Yeah, it shouldn't be something that's a goal... but interesting stories come with character death. In any case, I'm more fond of Fate's handle on characters losing encounters (and maybe sometime I'll implement something along those lines in my Pathfinder campaigns)
@HellSaint Context: the meta you're referencing was written in a time when people would coyly evade providing any detail about what their system was at all. "How can I fix this issue with my player's wizard dominating play? Tagged this system agnostic because I'm sure this can happen in any system and that my system has nothing to do with it." -- a very common sort of thing to read on this site in 2012.
@Delioth I agree that decisions and strategy should, in an ideal world, have a greater impact on gameplay than random chance. But sometimes the dice consistently roll one way or the other.
Turns out system has lots to do with it, because if you're playing D&D that's kind of normal and requires adjusting adventures, if you're playing Mage the Awakening or Fate there's something else going on entirely. (But it was almost always D&D, but someone assuming everything game's the same as D&D.)
@HellSaint I don't believe system-agnostic has any relevance as a tag nowadays.
@MikeQ And if a character is consistently doing well or doing poorly (or a monster or set of monsters is doing well or doing poorly), that's either a hardware problem (get new dice) or it might have an interesting story consequence. Trying to shoehorn random chance into what I believe is more random or more interesting isn't my job as a GM. My job is to narrate the world, using the system to provide a framework for the story and the dice to introduce random success/failure
If that world happens to have a majestic chimera having a bad hair day or a goblin who stumbled through a party of hardened adventurers, that's okay [of note, i play with a considerably laid-back and slightly silly group, so some outrageous consequences are a goal, to an extent]
@doppelgreener what was that question about Dogs in the Vineyard (or was it Anima Prime?) that got several answers trying to solve the problem in a D&D context?
"i've never played that game but here's what I'd do in D&D" describes most deleted answers among all non-D&D questions (then there's also some that appeared to not notice the game wasn't about D&D at all)
@ACuriousMind No, I'm not advocating giving up randomness. Having some randomness is crucial to the game - you're right, that the unpredictability can result in very exciting moments. But if the randomness gets in the way of having fun, then I feel that the GM has right to "activate manual mode" and start fudging some of the results
@MikeQ The issue I have with this is that GM's still aren't mind readers (can't guarantee that it's not fun), and that humans are terrible at recognizing actual randomness
@Rubiksmoose my current way to make sense out of these situations is that many people coming in at an entry level to our hobby are genuinely unaware TTRPGs other than D&D exist (and perhaps aren't even aware there's different editions of D&D), and many of the poeple that are aware think every game is basically just the same as D&D. (all of which makes sense once you account for various marketing strategies & the fact a lot of TTRPGs are pretty much exactly like D&D.)
For example, if the combat is dragging on, and one of the players has missed every single attack roll, and they seem frustrated and bored.... (maybe not a great example, because they're using their own dice)
@doppelgreener This is supported by the fact that it really doesn't matter whether tagged for system or not, folks will answer as if it's D&D anyway (see: Lady Blackbird).
@MikeQ There are way more interesting things to do than "this one's a hit" though. I'd never say that fudging "is absolutely needed", it's kind of a cop-out response to a complex problem (and the player certainly isn't helping by just trying the same thing; it'd probably be a good idea to work with them to make sure they have more than 1 thing to do in a situation)
I ran a session a while back in which the players were fighting a griffon boss. The griffon had KO'd 6 of the 7 pcs, when the last pc finished off the monster. The pc helped up everyone and all was dandy.
This doesn't seem appropriate for players to be able to get up and rest without any conse...
I usually explicitly 'fess up to fudging the first few times I do it with a new group and ask them if they're okay with it and then adjust - which means my different groups have different levels of what they want me to fudge and what not (which runs the gamut from "never fudge" to "we don't care whether you actually roll or not, really")
@DavidCoffron I don't have an immediate answer, but a quick search did provide such interesting Googles as "StackOverflow modding itself out of existence" circa 2015
@ACuriousMind A great part of my fun with gaming comes from being aware that I did it without any external help. Those lucky enough to actually do it earn the entirety of my envy.
I don't use it very often, but when the dice are consistently making the table not-fun, I step in as GM and decide we're going to pick a different outcome than the once the dice suggest.
> Player: "I want to attack the goblin. Do I hit?" GM: "Only if you give me a slice of pizza" Player: "But it's the last slice..." GM: "Oh, looks like you missed"
Because sometimes even your well-built tank steps up to tank and then proceeds to whiff 7 attacks in a row, then soaks every hit, then takes a high damage hit, putting him into deep negatives, and he's only been at the table for an hour of your six hour session.
I've turned the tables on players who the dice have jinxed before and plainly asked, "Convince this table there's another way out with a more interesting outcome, and I'll give it to you."
And in the case of our bloodied tank, we erased his deep negative kill, decided his arms and torso would have deep, somewhat gruesome scars, and a hero-accenting one across his face, and let him get up the next round, unnerving the enemies who felled him.
@Maximillian This is the type of situation where I would start fudging the rolls (the attack and damage rolls against the PC). What would others do instead?
@BESW Ah, yes - the *World/PtbA systems really remove the idea of fudging and generally shift to the GM's decision of how hard a move they want to make on a failure
@MikeQ Have intelligent enemies realize the guy they're beating on isn't a real threat since he's done nothing to them and can't evade blows, so move on to bigger threats (like the wizard)
P.S. Handing the DM a warm breadstick dusted in Parmesan is a +2 to your roll. This is only valid when the breadsticks are out of reach of the DM, and no more than once per game. ;P
> GM: "Suddenly a valkyrie appears!" Player: "Oh cool. Am I rescued from battle?" GM: "No but she gives you a pizza." Player: "Okay... Do I gain HP from it?" GM: "No, you gain a pizza"
Something that became a recurring trope in all of my games, regardless of system, is that upon death, you get to have a brief chat with death or some mystic entity and make your case.
Not every character is spared from death, but sometimes we've had a lesson from the dying character pass on to the new character (minor boost/gear/power)
@Rubiksmoose I think it's how it's supposed to work - think about it: Your players are breezing through their quest? Think dangerous - make every failure hurt. Your players are on an uphill battle against poor dice? Be a fan of the characters - give them opportunities even in failure.
@ACuriousMind You are 100% spot on as far as I'm concerned. Like I knew that, but I hadn't thought about it in terms as being what allows the DM to control the story much like fudging would in others.
@MikeQ I always order mushrooms on the pizza, since it sometimes takes a few mushrooms to see that Valkyrie standing beside a half elf astride a unicorn. (No I am not having flashbacks to the 70's, really .. twitch ... I'm OK!)
Charon explained the Paladin didn't have any wealth of note. The Paladin offered his soul. The table pondered if this conversation could happen and this man still be a Paladin at all. I decided Charon would give him a little black cat charm to symbolize nine lives for one soul. I informed the paladin he may remain a paladin, he is indeed quite living, but he is slightly cold to the touch. He simply stated he would remain armored in public, and 'what's the worst that could happen?'
The rest of the party just kind of remained stigmatic of the otherwise perfectly good paladin. Which is exactly what I wanted. They were unnerved by his prompt return from death.
@Rubiksmoose Fate allows for similar control through difficulty-setting, but also gives specific "use this to make things harder when it's appropriate" currency to the GMs, with the option that using it passes it to the players for them to use later.
Fate points are kind of amazing that way.
....and now I'm remembering my one-character-multiple-players system. [writes more notes]
@BESW I did a bit of research on Fate when deciding what system I would run next and the Fate points system really stood out as somthing fun and interesting to me.
@Maximillian Dungeon World: The Bard died, in the midst of combat. Arrived at the Gates of Death, and sang Death a beautiful song about what he still had left to do in this world. Awoke with a primal scream (Metal Hurlant) and obliterated the enemy with a lucky 10 on a d10. That was a true metal return to life.
@Rubiksmoose Based on three years+ of reading comments and answers here, I disagree with your assessment. Granted, it was not a great question in terms of structure. Please look at SSD's first comment.
@KorvinStarmast I have read through all the comments. I happen to agree with them all as well. But specifically with SSD's final assessment of the question as it stands right now.
@tuskiomi In that case the question is asking for people to submit ideas, which isn't something we can help with. RPG.se is designed for “why” and “how” questions, not for “give me ideas” questions. For crowdsourcing ideas there are many sites online that do it better and where it's on-topic; you could try a chat room or discussion forum from that list. — SevenSidedDie ♦16 mins ago
From the question, it looks like the GM wants to apply some consequence because the players did poorly in the fight (even though they were victorious in the end), but they want a consequence other than a TPK?
@Rubiksmoose I read or scanned every post on RPG.SE(we were at about 800 pages then) when I first joined in before I made my first post. It's interesting what you can pick up, in terms of tone, when you do that.
So yeah, that needs some fixin, because: 1. Why does the GM need to punish them (aka, q is unclear) 2. What kind of punishment will this particular GM like or dislike (aka, q is opinion-based)
The problem being that there are an infinite number of possible consequences (which means it is impossible to answer here) and all of them are highly dependent on the exact circumstances of the TPK (which make it impossible to answer in the general form it is written now anyways).
@Zachiel That's why I changed it to consequences, and removed "players knocked out" to characters knocked out ... and the DMG has a section on this ....
@OneCritWonder You should wait for the question to be reopened, then answer. If you answer in a comment, chances are nobody will care about improving the question anymore.
@OneCritWonder For one thing, it wasn't stated exactly like that because I don't remember it being phrased as a question honestly (I may be misremembering).
Yeah, but as I noted in the comments it wasn't an answer to the question so much as something that could be incorporated into the question to make it more focused.
"I've read X section but is there a way to do Y RAW"
I suppose that if one goes back into edit histories of T's questions, you may find me editing / helping with a few of them ... I'll go and take a look.
@OneCritWonder I do see where you are coming from. I think you were fine with your intent. If you had phrased it as a question I think your intent would have been clearer and you would have been fine.
"I can tell you I don't have money, but what I do have are a very particular set of skulls. Skulls I have acquired over a very long career." --A necromancer, when asked about his retirement savings plan.
Related: I enjoy listening out for the Wilheim scream in movies. It's like every action movie director goes out of their way to put it in there somewhere.
@Yuuki I am one of those people sometimes. It depends on if its disguised well (like hidden in the action where I am focused on something else). I don't want to notice it on a first viewing tbh
@DavidCoffron David, if you want to inflict damage on yourself, by all means review all the meta discussions in re RAW tag. Bring a helmet.
@GreySage Yeah, I could not find the one that had my brain going "haven't I seen this before" just as the 3.5e cleric thing ... didn't have what I thought we had.
Dead Men Don't Wear Plaid is a 1982 comedy-mystery film directed by Carl Reiner. Starring Steve Martin and Rachel Ward, the film is both a parody of and a homage to film noir and the pulp detective movies of the 1940s. The name of the film itself parodies the enigmatic titles of the hard-boiled detective story series of Cool and Lam, by pulp writer Erle Stanley Gardner under the pen name A.A. Fair.
Edited by Bud Molin, Dead Men Don't Wear Plaid is partly a collage film, incorporating clips from 19 vintage films. They are combined with new footage of Martin and other actors similarly shot in black...
Speaking of noir, @DavidCoffron I just read again Baker's article on eberron and alignment, and I can't say I find his position appealing. While there is a lot of good stuff in the article, his fundamental premise of narrowing Neutral while claiming noir as the baseline/inspiration for shades of gray is contradictory in a stylistic sense. Noir expands neutral, rather than contract it.
> again, I like some of where he's going, but alignment is as often as not the briar patch. Hmm, I had thought you had recommended that article to me a few days ago, Maybe someone else.
@BESW Even my cleaning woman likes Dead Men Don't Wear Plaid (and no, we really don't have a cleaning woman ... I make with the joke on that one)
@DavidCoffron That's accurate. Rules as written generally indicates something in the direction of legalistic or literalistic interpretations of the rules in and of themselves as a source of truth. There's various ways people have tried to explain or reason that. It's not 100% settled, but what we do know is it can't be synonymous with rules or else we'd have to blacklist it.
"It can't be X, because X is not allowed, therefore it would have been not allowed, and since it is allowed, it clearly cannot be X"
@doppelgreener In my experience RAW is very popular in 3.5 and PF (while almost non-existent in 5e), mostly because those 2 systems were so badly put together and suffer from 3rd party bloat that the only way to make things work reasonably is to interpret the rules, but it is useful to understand the written rules as a basis from which to interpret them.
@GreySage I think it's also because 5e took a pre-emptive shot across RAW's bow by putting GM fiat front and center as the "fix" for any problems it might have.
@GreySage I think that's reasonable. One good way someone described it was that rules-as-written is an approach of using the text itself as a single universal source of truth and point of reference everyone has -- it puts aside gameplay opinions, house rules, subjective interpretations, everything.
(Maybe @BESW you were the one that described it that way?)
I've seen attempts to get RAW questions up and running in 5e, and they tend to get burned to the ground in a cannonade of "You're the GM, so the rules don't matter."
@GreySage It's more that the choice is between blacklisting the tag as equal to "rules", or exploring what it means in a context other than "rules". Between those two we're making a conscious decision to explore the latter.
@doppelgreener That's how I interpreted KRyan and Lord Gareth's positions, yes: that every group is necessarily different but in order for online communication about the games to happen we can assume the rules as a shared starting point from which every group deviates.
@trogdor I am not a FATE advocate, so I am not sure why that remark headed my way. I do recall a comment in meta by one of our diamond mods lamenting the form of answer to sys rec questions that would begin with "FATE can do that" but that's well behind us now, since sys rec are banned. (Sadly)
> For all I know, FATE can do that. :)
Man, I need to go and do something else . Between resurrection of RAW tag and Sys Rec banning, too many bad vibes are hitting me. Later and positive vibes to all.
In this case it was "Building a Deeper Horror World," which can be summarized as "I think horror is limited to Mythos gaming and I only know of three systems in that genre, so listen to my sweeping generalizations!"
The biggest issue I mean is that people have often posted "it's Fate do whatever you want" ,.... When the question is literally asking for actual existing rules,.. not homebrew or house rules of info
Heck even if that was what was being asked,... Examples are what are needed, not "just do wtv"