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How 'Hope' and 'Fear' Work In Critical Role's Daggerheart
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<blockquote data-quote="CapnZapp" data-source="post: 9303252" data-attributes="member: 12731"><p>Luckily I said "arbitrary restrictions". It was somebody else that read that to mean "x/Day". In video games it often manifests as "cooldown periods", mostly because the computer is great at counting and keeping track of lots of small things.</p><p></p><p>Either way, the problem is that a hero "should" be able to to do a roundhouse kick pretty much all day long. Perhaps not 12 times a minute for hours on end, but certainly more often than x times a day, and certainly more often in an emergency than during routine ass-kicking.</p><p></p><p>The discussion I am having is not trivial and uninteresting definitions. It is instead how to treat the - I assume - solution where you simply don't try to restrict the player at all, and instead make vague threats of "more dudes" or "bad luck" if you use the ability "too" often...</p><p></p><p>I am saying this can work. Just expect canny players to figure out the odds and then game them. (Soo many rules that just blithely expect people to turn off their brains, and whose balance can easily be power-gamed out of existence because somebody forgot their probability theory...)</p><p></p><p>Also don't even try to pretend the GM is going to be beholden to these rules. This mechanism is there to rein in the players. Not rein in the GM. That never works.</p><p></p><p>Suggesting these rules should somehow also apply to the GM means you haven't understand their purpose at all. The purpose is to make players hesitate or refrain from spamming their best abilities. How does putting up silly and artificial checks on the GM help with that??</p><p></p><p>Also, what if the GM is both adventure writer and games master? Can the adventure writer add in "some dudes" without having access to Fear points? Can the GM just "switch hats" and add dudes as he writes the encounters? How about the type of GM that shoots from the hip and makes stuff up as they go?</p><p></p><p>No, the notion that the GM cannot and should not "add dudes" without having Fear points to play means you (not you in personal, but the general "you, the rules designer") haven't understood a thing about how other people play the game. It works for you but probably only because your rules carry hidden assumptions you aren't aware of yourself (like "obviously I'm going to ignore this rule at certain times" or "I only GM my own adventures so I feel confident the number of dudes is right for my particular play group before these rules start to apply).</p><p></p><p>If you <em>are</em> aware of your assumption, write them down in the rule-book. That's a great start to achieving something that actually works.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9303252, member: 12731"] Luckily I said "arbitrary restrictions". It was somebody else that read that to mean "x/Day". In video games it often manifests as "cooldown periods", mostly because the computer is great at counting and keeping track of lots of small things. Either way, the problem is that a hero "should" be able to to do a roundhouse kick pretty much all day long. Perhaps not 12 times a minute for hours on end, but certainly more often than x times a day, and certainly more often in an emergency than during routine ass-kicking. The discussion I am having is not trivial and uninteresting definitions. It is instead how to treat the - I assume - solution where you simply don't try to restrict the player at all, and instead make vague threats of "more dudes" or "bad luck" if you use the ability "too" often... I am saying this can work. Just expect canny players to figure out the odds and then game them. (Soo many rules that just blithely expect people to turn off their brains, and whose balance can easily be power-gamed out of existence because somebody forgot their probability theory...) Also don't even try to pretend the GM is going to be beholden to these rules. This mechanism is there to rein in the players. Not rein in the GM. That never works. Suggesting these rules should somehow also apply to the GM means you haven't understand their purpose at all. The purpose is to make players hesitate or refrain from spamming their best abilities. How does putting up silly and artificial checks on the GM help with that?? Also, what if the GM is both adventure writer and games master? Can the adventure writer add in "some dudes" without having access to Fear points? Can the GM just "switch hats" and add dudes as he writes the encounters? How about the type of GM that shoots from the hip and makes stuff up as they go? No, the notion that the GM cannot and should not "add dudes" without having Fear points to play means you (not you in personal, but the general "you, the rules designer") haven't understood a thing about how other people play the game. It works for you but probably only because your rules carry hidden assumptions you aren't aware of yourself (like "obviously I'm going to ignore this rule at certain times" or "I only GM my own adventures so I feel confident the number of dudes is right for my particular play group before these rules start to apply). If you [I]are[/I] aware of your assumption, write them down in the rule-book. That's a great start to achieving something that actually works. [/QUOTE]
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