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Timing is the most broken thing in all D&D crpg

Xor

Arcane
Joined
Jan 21, 2008
Messages
9,345
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
What a DM changes in his game should depend on the group. The baseline rules might be fine for a group where there isn't much incentive to make magic items.
 

SkeleTony

Augur
Joined
Aug 17, 2006
Messages
938
The problem really is not even timing per se, but rather with the mechanics of the game itself.

First off, the "hit points increase with level-up" mechanic is forgivable for the first RPG ever created back in 1974, but this idea should have went the way of the Do-do bird in 1976(when RQ came out and did away with such nonsense). it is unnecessary, unbalanced, and logically inconsistent and leads to a never ending cycle of 'I am now level ___ and can now do ___ amounts of damage to enemies who now have ____ amounts of hit points...'. Nothing actually changes but the, at this point meaningless numbers.

This is very bad because it does not reflect the genre of fantasy at all. Conan and Elric do not survive battles because they have 10,000 hit points. Conan avoids being seriously hit and is just generally of very heroic skill when it comes to striking foes and avoiding being struck by foes. He employs just enough armor to help him with whatever gets by his reflexes.

Ideally, if D&D were up to par as a game system, this sort of thing would be reflected. In RQ(Runequest) for example, heroes are either not hit(by more than glancing blows) often and critical hits are very rare and armor protects one from damage received but does nothing to alter the chance one is hit(save for encumbrance making it EASIER to be hit/harder to dodge blows). A supremely experienced adventurer in RQ will not have many more hit points than a new character but that new character will find it very difficult to land a blow on the veteran and deal damage to him.

As far as 'rest' and recovery of hit points/health/life/mana/etc., yes...the typical way rpgs(especially Crpgs) do this is wonky...with parties sleeping for between 8 hours(tired or not!) and a freaking WEEK inside a dungeon but this is due to a couple of factors:

1)bad gamer mechanics at the core of the game(re: D&D).
2)Lazy design-effort from the authors and programmers. Would it be so hard to program a function wherein the PCs could select a "Return to nearest SAFE rest spot, recover full health & mana, then come back to THIS spot in THIS dungeon" with appropriate time elapsed(which may then be a critical component of time-based quests...you may not be able to AFFORD such an option sometimes!.
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
It shouldn't be possible to "come back to THIS spot in THIS dungeon".
The dungeon dwellers should react to the character's incursion and replace fallen guards (sometimes at the cost of security of other spots) prepare new traps, etc.
Or maybe get wiped out and replaced by a competing faction.
 

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