Last night, my party got ambushed while we were en-route to a spirit grove to put my spirit back inside my body (long story short: had a potions accident, wasn't technically dead), and our Druid spotted the would-be ambushers before they could get the jump on us. Since it was storming, he used Druidcraft to predict the next lightning strike, and used that to gain advantage on his Intimidate Check against the bandits by timing his speech to the next lightning strike.
Our rogue also had some poison they'd just finished crafting before we left town, and a few better-than-average damage rolls combined with their Assassination Rogue class features enabled them to OHK the bandit leader for like 70+ damage.
@Xirema it's a weird consequence of how poison works. It's a separate damage roll independent of the attack roll
For example:
"This poison must be harvested from a dead or incapacitated Purple Worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one."
@KorvinStarmast Ha! I have that one! There's a "realistic" method for generating your personal core stats... I think my dex these days would be negative.
@DavidCoffron That's like saying "I didn't kill him, the poison did. Sure, the poison was only in his system because I stabbed him with a poison coated blade, but still, it wasn't my fault".
@DavidCoffron Well, the surprise isn't what does it, it's the Rogue specializing in taking advantage of someone's vulnerable situation. And poison can be more or less deadly depending on how it gets into your body. Injected/contact poisons can be more or less deadly depending on how much or where it gets into your body.
@Xirema not in 5e rules. The poison rules in the DMG discuss how poisons can be inflicted (they each have their own method), ingested poisons do nothing if inflicted by injury or contact
@DavidCoffron Not quite my point. A contact poison is a lot more lethal when applied near a vital organ than near an extremity.
It's not unreasonable to me that a rogue specifically specializing in making precision attacks against an unaware target would similarly take advantage of that kind of knowledge.
@Xirema Seems like a reasonable narration or justification for critical poison administration. However, the poison damage isn't part of the attack damage still.
Then again, I did have to push back (unsuccessfully) after my DM informed me that I'd gotten a harmful substance in my body that was repelling my spirit, and somehow, semantically, it didn't constitute a "poison" that could be removed by Lay on Hands, or a magical effect that could be removed with Dispel Magic.
@Delioth My character was taking potions classes to gain proficiency in Alchemists' tools, and had an accident, which caused a "Soul-Repelling" contaminant to get inside her. Said contaminant was neither poison nor disease nor magic-dispellable.
Veeeeeery convenient for putting a Paladin halfway out of commission.
I did it to end the session on a cliffhanger so I had to retcon it lol. Turned it into mass paralysis which became super fun when they defeated the enemy and my wizard held on to the homebrew spell in his Spellbook til they were high enough level
@Delioth It wasn't too bad though. DM ruled that as a spirit, I can still cast spells and punch ghosts and provide my auras. It's almost an improvement.
Frankly, any game where you can punch ghosts is a good game.
@DavidCoffron He gave us a fetch quest to get an herb to reverse the effect. I'm definitely finding my potions instructor and asking if we can recreate a "temporary" version of my mistake for future use.
Also, as a spirit, I discovered that there's the soul of a 10,000 year old necromancer inside my spell gem, and he apparently knows a bunch of spoilers for our main plot.
@Xirema what's your wisdom score? I wouldve made a deal to resurrect him in exchange for some favor (powerful undead minion or some magic item) and immediately begun my quest for cleric or druid scrolls (with a bit of multiclassing)
@GreySage Our Druid has a TV-Sitcom-Rivalry with a Necromancer whose entire deal is that he's kind of flakey and disrespectful towards people in general, but otherwise hasn't actually done anything evil or corrupt.
@DavidCoffron That's already covered. He apparently has a Clone buried in a dead continent to the north that he can return to if we bring him to it. So at some point we're going on a long voyage north.
Due to the circumstances of the plot, it's pretty unlikely this is part of some machiavellian plot, but who knows?
@DavidCoffron I would enjoy the twist of "you freed this evil necromancer who's been imprisoned in this soulstone for millenia but it turns out he's gotten kinda used to being a homebody and now would like to get back into the shiny rock because he DVR'd some episodes of The Great British Bake-Off".
If I cast imprisonment on myself with the Minimus Containment option, can I just never be attacked and spam Sacred Flame from my levitating diamond (via Spell Mastery Levitate)?
Or for a more exact question, are there any ways barring Dispel Magic to kill a creature in Minimus Containment?
Re...
You got imprisoned? Now you can either try to escape or we can resume after you've served your sentence and deal with the aftermath of failing whatever quest you failed
@DavidCoffron Mechanically, D&D defaults to loss of power as a punishment for failure: you die; you lose levels; you miss out on XP and are underleveled; you miss out on treasure and are undergeared; these are all forms of reducing your ability to effectively impact the story.
It directly associates success with gaining capacity and failure with losing capacity; there's no "learn from failure so you'll do better next time" or anything like that.
@BESW Is there a way to skirt this without incentivising failure? Effectively any reward for success inversely something you are punished for when you fail - you miss that rewards
So it doesn't really matter what the DM does in terms of story arcs, the system's rigged to make players hypersensitive to avoiding failure because it just turns into a death spiral.
@SirCinnamon I have no desire to defend the system as a whole, having seen how much railroading the McElroys have generated from it. Just observing that "You gain XP when you fail a roll, and enough XP will make future failures less likely" is a cool feature.
Fate, for example, provides opportunities for long-term character change/growth when you complete story segments (success), but when bad stuff happens to your character you get temporary currency that you can spend for future success.
@BESW Which do you think is best? I would be interested to hear about it. I tried playing dungeon world and the xp system is something I failed to fully... understand i guess
@DavidCoffron Sure, but not hypersensitive to the point that it gets in the way of things like basic storytelling conventions such as "heroes hit a low point and then rally from it" or that it creates murderhoboism.
Ten Foot Pole Paranoia, where players' caution grinds play to a halt because they refuse to do anything unless they're confident they've examined EVERY possible flaw and pitfall, is a very real thing.
Failures still hold negative effect which may include loss of agency but adding a minor gain to the mix lessens the blow because you now have a bright side to look on?
I find it very cool how the players were able to play to a more interesting story and do risky and interesting plays given the fact they know that failure would usually lead to something heat as interesting.
Compare Lady Blackbird, where XP is points you spend to gain specific qualities like skill specializations or character notes, and you get XP for hitting character notes like "I expect to be in charge" or "I'm in disguise" or "I'm super loyal to my captain," double XP if it puts you in danger. Or you can reject a character note dramatically, erase it from your sheet, and get MASSIVE XP--which you can use to buy another character note.
My experience with PbtA (dungeon world) with their "XP only on failure" was that the cleric while standing in a perfectly safe place, kept casting a spell that required a roll, on a success he got something minorly beneficial and on a failure he got XP. I couldnt think of a creative or interesting and realistic punishment for him failing a random spell cast in the middle of a city. I sent a ghost in which the party dispatched because he is a cleric.
(I really like The Adventure Zone, both Amnesty and Balance; but if you're looking for an "Actual Play Podcast" that accurately presents how TTRPGs play, it's obviously not that. TAZ is more like an improvised Darths & Droids style of storytelling.)
Personally I use the alternate rules for DnD5e where you get XP for completing story objectives - keeps the party on task, means i'm ready for their level ups etc.
and everyone in the party has the same level so theres no lagging behind or anything there
A realistic depiction of developing capacity would involve reflecting on actions to acquire generalised insights, consultation with others about their experiences, tedious practice and frustration with being unable to acquire skills despite doing everything right....
Nobody goes out and kills a bear so they can get better at picking pockets.
@Yuuki We still use it, but our DM does contrive scenarios to give extra XP to any players that have "fallen behind" the XP curve, to make sure we generally level at the same time.
@Xirema I haven't kept up with them but I very much enjoyed TAZ even when the rules lawyer in me was screaming sometimes lol. Amnesty I only listened in the beginner m beginning but definitely helped get me interested in pbta
I know nothing about Runescape, but probably not because I suspect it's also a linear development system where skills are retained without practice, insights aren't generalizable, and collaboration and accompaniment are discounted.
The thing about Runescape is you spend 10000000 hours mining iron ore, running to the smelter, and repeating, and it's called fun. Also, the ability to perform tasks with skills have a minimum skill requirement for that skill.
Well, that's not realistic either because skills DO have bleed-over; nothing's its own independent isolated thing, you develop personal skills through interactive skills, for example. It's messy and no abstraction will capture capacity-building accurately.
Kinda like Elder Scrolls, although I suppose the Elder Scrolls's perk system allows you to improve skills that you might not have focused on for leveling.
Which usually means abandoning the causality relationship between action and advancement: instead, treat "the thing you do to advance" as the thing you want to see happen a lot in the game, and "the thing you advance" as the reward for doing and the way it's done.
eg, Lady Blackbird is a character-driven drama story so you get XP for hitting your dramatic character notes. And you get to spend XP on cool skill specializations and dramatic character notes because it's a story about characters who do cool things but get hampered by their own drama.
D&D's a story about getting into a lot of fights and winning them, so you get XP for beating people up and you spend XP to get better at beating people up.
Elder Scrolls has a weird approach to XP because the world advances as your skills increase, which kinda penalizes you for overly investing in noncombat skills
RPGs are games, not reality simulations. Character development is a reward system that scratches a gaming itch, and the ways the game provides to get those rewards are part of how the designers tell us how they expect us to play their game.
Getting access to laser and plasma weapons before the game started dropping them was always a more effective bonus than being able to do more damage with bullets.
Since the D&D approach to XP is basically the video game RPG approach, I think that it doesn't always translate well to the TTRPG environment
For example, if you're DMing an adventure and have an intended difficulty (CR, whatever), what is the benefit of having players at different XP and levels?
Which is amusing, because it comes from tabletop wargaming models.
D&D used an existing XP model that was originally designed for a top-down tactical strategy game where unbalanced strength and weakness between units was a feature, and applied it to a granular level of play where it became a liability.
Then video games ran with it and honed it to a sharpened blade.
And D&D-like TTRPGs folded the video game developments back into their play schemes.
@MikeQ In a wargame, there's interesting tactical choices inherent in the idea, like "do I want a few really skilled teams or a LOT of unskilled teams?"
(Do you want the Battle of Thermopylae? Because that's how you get the Battle of Thermopylae.)
The XP approach generally works in video games because they're ultimately self-paced. You (the designer) want to incentivize spending time playing the game.
XP also works in multiplayer online games because the world is effectively static. Player characters can advance but the world does not. If somebody missed the raid, they can spend their own time to catch up.
But at the table, all I've seen XP do is penalize players for not showing up
Translating "which units are doing things" to "which players are doing things" was, I think, a fundamental flaw in the original wargame-to-roleplaying design.
Not that I'm a big fan of XP as a bar you fill up to add more stuff to you list of things you can do, anyway, but that player/character conflation is deeply troublesome at the table.
@BESW Earlier you mentioned the disconnect with single-track XP systems, where all of a character's abilities are tied to a single progress bar
What are your thoughts on systems where XP is an allocated resource? i.e. Characters get incremental amounts of XP that they can spend to improve individual stats/skills/whatevers; Level is a measure of how much a character has invested, rather than how much they have earned by killing goblins
3.5e's crafting system let you spend EXP to make magic items. Which was kinda broken, IIRC.
Because you'd spend EXP to make some fancy magic thing. And because of the fancy magic thing, you'd effectively still have the same power level as the rest of your party.
But because you were technically a lower level, you'd gain EXP faster than they did.
I suspect the point is that they change based on what happened to them, not that you're trying to optimise the character in whatever circumstances
I'm cool with a system where character development isn't purely additive but would feel something is missing if the character simply cannot get on the whole better at what they do over time
@GreySage Think of it like character development as we talk about it occurring in movies, novels, etc. A character's beliefs or perspectives change, their self-image changes, the troubles they experience change, etc—they haven't necessarily become quantitatively better than they were before, but something old has gone away and something new is there instead. Fate characters develop this way.
@BESW Indeed, but you went on this thing about how you don't like games that use linear advancement, then held up Fate as an example of one that doesn't, but in the end they use the same mechanic, just at a different granularity
The distinction I think being made here is that some of us in the conversation consider levelling one particular form of character advancement (which might not even necessarily involve numeric advancement!), where others are considering levelling to involve anything involving a numerical advancement of any variety.
but at the end of the day most things have levels. Even if it's not an overarching character level and instead is the difference between "skill rank 1" and "skill rank 2"
@GreySage No, I did not. I gave an example of how Fate does non-linear advancement. Fate also does linear advancement, which I was not talking about so I didn't talk about it.
@GreySage Similar mechanic, but it sounds like if I missed several sessions of Fate, my character would not be penalized for missing out on advancement
Right. Fate is a game where characters can change without numerical gains. It is ALSO a game where characters get numerical gains. Get you a game that can do both?
Fate skips XP entirely in favor of game events (ending a session, finishing a plot) trigger specific progression events (re-write an aspect, gain a skill point). Smaller, more frequent game events trigger change-based progression; larger, less common game events trigger linear advancement events.
@Carcer the reason i'm myself saying Fate doesn't have levels is I think that's trying to put a square peg in a round hole, and redefining levels to mean things it doesn't in order to say "still counts" or something. Like, sure, it's got numeric advancement, but in many ways it doesn't resemble levels—and I wouldn't say Roll for Shoes or other games have levels either unless they have an advancement model called or resembling one.
like, "levelling" is pretty widely used in videogames to refer to increasing both overlal character levels and also the levels of more individual granular things
like I've been playing way too much warframe lately and it's totally valid to say that I am levelling my gun and my gun is level X but that's not related to my character level
in that a murder happened, and it's irrelevant and unknown who actually did it, the only thing that matters is that it doesn't look like you did it, and involves a creative writing element where you have to come up with an alibi at the start of the session and then have to try and justify any evidence against you which doesn't match up afterwards
Actually, on reflection maybe people DO have that expectation for video games; consider the disdain for "walking simulators" even if they're actually quite complex interactive experiences, because many folks seem to think that video games need specific mechanics or they aren't really video games.
user15026
@BESW Indeed. There are lots of games I play that arent "real" video games because of these sorts of expectations
if you've got rules and a goal but no agency, you've just got a fancy thing to look at: a lightning display. if you've got agency and rules but no goal, you've got a toy: lego. if you've got a goal and agency but no rules, that's just life.
If I had to I'd probably go with some kind of "interactive fun" definition, but it's not a thing that needs a rigid "in or out" concept. It's a shared understanding of experience.
We can't legislate it without prioritizing ourselves over others.
But my point, beyond that, was that folks discount certain kinds of games as not games. Even within the "skill and luck" definition, The Witness and Dear Esther both count as games but get dismissed as walking simulators.
I think the requirements of "game" are 1. rules/goals and 2. player interaction. Rules don't have to be strict or explicit, and interaction doesn't have to be exciting.