One of the many oddities of D&D is the role of platinum pieces. In the game, platinum pieces are usually highly valued as readily portable currency, but they are far more problematic than most groups assume.
Roleplaying advice, reviews, and observations, mostly on the world's most popular RPG and its derivatives.
Showing posts with label debates. Show all posts
Showing posts with label debates. Show all posts
Saturday, 11 February 2017
Thursday, 2 February 2017
Arguing Alignment
It's hard to set foot in an online forum for discussing RPGs without coming across an on-going alignment argument. I doubt that anyone has heard a sample of every position advanced in such debates, but it seems to me that the problems mainly boil down to a fairly simple system from the early TSR years being partly re-purposed as the objectives of D&D changed. I'll mainly be advocating going back to the interpretation of alignment in AD&D 1e, as this interpretation can be used in any D&D (or successor game, such as the Pathfinder RPG) that uses the "3x3" grid.
Sunday, 13 September 2015
A necessary simplification in pursuit of realism
This is something of a follow-up to my musings on Concreteness, Inquiry, and Rationalisation. It's not necessary to go back and read the prior post, but it might help to understand the outlook here.
This post's wordy title alludes to a commonplace view that in order to get at "realism" in games, one must add more complicated rules. Of course, to state this view is to dispel it, as everyone knows of games that are nowhere near realistic while still being overly complicated. Rather than bore the reader to death with a purely abstract discussion, I'm going to address the ability scores.
This post's wordy title alludes to a commonplace view that in order to get at "realism" in games, one must add more complicated rules. Of course, to state this view is to dispel it, as everyone knows of games that are nowhere near realistic while still being overly complicated. Rather than bore the reader to death with a purely abstract discussion, I'm going to address the ability scores.
Thursday, 3 September 2015
Concreteness, inquiry, and rationalisation
| An internal view of 15th. century Brigandine. |
Saturday, 29 August 2015
Winning Dungeons and Dragons
![]() |
| It's not whether you win or lose, it's how you play the game. |
FCB are a group with different ages and backgrounds, but they're united by their enjoyment of the game. Every year, they'll be off to different locations, running the risk of defeat and injury in the hopes of winning fame and prizes. Due to conflicting interests, schedules - not to mention the difficulty of wrangling a large group - many of the group won't be at a particular game. In addition, some of their players are more skilled and more active, and these elite players tend to get the lion's share of the rewards. On the other hand, the less skilled members of FCB often learn a great deal from the better players.
Monday, 11 May 2015
The revenge of Blood and Guts
Ray Chapel at Quasar Knight has been talking about hit points, one of my favourite topics for RPG argument. He does a nice job of summarising the usual case for the "action movie" interpretation of hit points (in which hit points are luck, fitness, and the like) being the natural one for D&D and leaves off by saying that if hit points are going to be blood and guts it's going to take some conversion work.
Now, I don't necessarily disagree with the points Ray made, but I think he's left out the source of the controversy: death's door. If characters simply die at 0hp, then clerical "healing" magic is in fact some sort of special pleading to the saints (or whoever) for renewed favour. But we know from descriptions of characters at negative hit points that they are gravely wounded and need attention or they will die. How is it that the same effects - including the warlord's "shouting" - can restore such characters?
Now, I don't necessarily disagree with the points Ray made, but I think he's left out the source of the controversy: death's door. If characters simply die at 0hp, then clerical "healing" magic is in fact some sort of special pleading to the saints (or whoever) for renewed favour. But we know from descriptions of characters at negative hit points that they are gravely wounded and need attention or they will die. How is it that the same effects - including the warlord's "shouting" - can restore such characters?
Labels:
arguments,
D&D,
death's door,
debates,
hit points,
OSR
Subscribe to:
Posts (Atom)




