User avatar
lupex
Posts: 861
Joined: Sun 08 Oct 2017, 13:16

Re: Dealing w/ Lethality

Sun 08 Dec 2019, 20:57

No better way to “use” luck than to run into people with executioner. ;)
True, you just don't want to do it too often as it might feel you are only doing this in response to them having lucky, which shouldn't be the case.
YZE Bestiary - https://www.drivethrurpg.com/product/320924/The-Servants-of-Memory

My Blog - https://is-it-a-monster.blogspot.com/

Instant Session - https://perchance.org/fl-session-generator

Monsters - https://perchance.org/fl-monster-generator
 
User avatar
Ebrim
Posts: 467
Joined: Tue 30 Jul 2019, 22:51

Re: Dealing w/ Lethality

Sun 08 Dec 2019, 21:12

No better way to “use” luck than to run into people with executioner. ;)
True, you just don't want to do it too often as it might feel you are only doing this in response to them having lucky, which shouldn't be the case.
Yes and no. I’d be inclined just to give the warning that taking lucky will come with the added risk of encountering more npcs with executioner than there would have been previously.

Lucky is one of those talents that you either have to restrict access to or put an asterisk on I feel.
 
User avatar
Rymdhamster
Posts: 296
Joined: Sat 11 Jan 2014, 16:40

Re: Dealing w/ Lethality

Sun 08 Dec 2019, 22:37

Lucky is one of those talents that you either have to restrict access to or put an asterisk on I feel.
 Lucky*
*Taking this talent won't actually give you a better chance to survive, it will only make your comrades die more easily.

Goes a bit against the spirit of things, I feel =) 

Better to put more opportunities infront of the player characters to just commit outright suicide =D

GM: On the other side of the accid pool there is a thin ledge. If you manage to jump accross to it you might be able pry out the gems from the wall carving. But you risk...

Player 1, 2 and 3 in unision: I've already rolled, can I press this? 
Planning on testing Star Ctizien?

Referral code STAR-WVBX-F6QB gives you 5000 extra space bucks to start with (and me a chance of getting a new ship).
 
User avatar
Ebrim
Posts: 467
Joined: Tue 30 Jul 2019, 22:51

Re: Dealing w/ Lethality

Sun 08 Dec 2019, 23:18

:D

I’m not saying you you should go crazy with it. But there’s no free lunch in the Forbidden Lands.
 
User avatar
lupex
Posts: 861
Joined: Sun 08 Oct 2017, 13:16

Re: Dealing w/ Lethality

Mon 09 Dec 2019, 10:08

I don’t think it’s fair to build NPCs specifically to counteract a talent that a player has spent XP to earn, I tend to build NPCs with appropriate skills and talents and purposefully ‘forget’ PC talents so that I can concentrate on just building the encounter and NPCs and then see what the party does.

If I start saying, “If you buy X talent, that means I will do Y”, it would feel a bit like GM one-upmanship and move things back into a more adversarial type game. I’m not trying to ‘beat’ the players but add appropriately interesting challenges for them to either overcome or avoid and unlike D&D there isn’t a specific challenge matrix fo scaling encounters, so encounters should be based on the current situation and what stats the NPC would logically have, regardless of PC talents.
YZE Bestiary - https://www.drivethrurpg.com/product/320924/The-Servants-of-Memory

My Blog - https://is-it-a-monster.blogspot.com/

Instant Session - https://perchance.org/fl-session-generator

Monsters - https://perchance.org/fl-monster-generator
 
User avatar
Ebrim
Posts: 467
Joined: Tue 30 Jul 2019, 22:51

Re: Dealing w/ Lethality

Mon 09 Dec 2019, 14:34

Oh goodness. I’m not suggesting you try to “beat” the pcs. But you do have to push them sometimes. Absolutely create npcs that are thematically appropriate for your fiction but you can do that without totally “forgetting” how powerful your PCs have become. Finding ways to challenge their strengths is a way to get them to use their strengths too (which they’ve implicitly suggested they want to use by choosing those talents.)
 
Mr Oldtimer
Posts: 385
Joined: Sun 14 Apr 2019, 12:01

Re: Dealing w/ Lethality

Mon 09 Dec 2019, 16:22

So, my players are soon to get their long awaited stronghold. I’ve been thinking about them being able to attract new adventurers/hire new ”agents”. Then I’ll give them information of two or more legends/happenings to Explorer, each with a time limit. If I play this right, they’ll find they can’t do both unless they send their new recruits, hence we could play two groups with the same players. One of those being newly created. Introducing the newbie-easy-to-be-killed-again-feeling to the players without having to up the competition too much...

Who is online

Users browsing this forum: No registered users and 3 guests