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[personal profile] gravityeyelids
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woke-up-on-derse:

the best leveling advice i have as a DM is that whenever you give your players a new shiny thing to get rid of the “what new stats and/or bonuses does it have?” mentality and adopt the “but does it walk the dog?” mentality. instead of “does this new sword come with flame decals?” ask “can it now touch ghosts? can it heal them for ¼ of the damage dealt? does it weigh less? does it make the player weigh less? does it slow time by 15%, allowing them to move more hexagons when used?”. instead of “now this armor has an additional +3 resistance to fire damage” try “you can now sleep standing up” or “the living fibers in this allow the armor to heal itself over time” or “this armor is so tough-looking that you now have a passive intimidation stat”. if your game is a realistic simulation of how the world youve built runs, the minutiae matters. if the minutiae matters, getting cool new equipment feels rewarding rather than a promise that the next monsters will be the same but with +30 HP to level with your new +2 damage sword. make it hard for your players to decide what shield they need to drop and which one they should carry with them when they go to the swamp, or if they should keep their more durable one and redirect the course to go through the desert instead

the purpose of RPGs is to simulate how your player would react in the world you’ve created, not to get a clearly superior dagger from a chest that makes you sell off your previous one to next shopkeep you meet 
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Rachel

April 2019

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