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  • #151879
    Anonymous
    Inactive

    For a game that’s intended to be “gritty” the spectre of death seems to be awfully far away.

    As it stands the common way to die is to be reduced to zero wounds, and then fail a TN 15 Vi or Re roll (you may spend a fate point to automatically make this roll).

    A less common way to die is through spells like “strength of fallen foes”, which is the only way I’ve ever killed anyone (sorry Brian) and the only way that I’ve ever seen any one “die”. (barring written fiat)

    I think the intention of the system originally was to make healing wounds something that does not happen nearly as often, as the first common wound healing spells start at tier 3 (Mend Wounds) is interruptible and pushes the targets clock.

    I realize that this is a complex system issue, but with a new book coming out it could be fixed in fairly short order.

    Suggestion 1, allow enemies to do slightly more stamina damage. The goal here is to allow enemies do more damage to bypass fortitude just a bit more often ( you could tie this reducing their attack bonus, ala Heedless attack from 3.x arcanis and come closer to solving the issue of enemies hit too often)

    the corollary to that suggestion is increase the ability for Heroes to heal stamina AND wounds
    at Every Tier add a Corpus spell to heal wounds , tier one could have a casting time measured in minutes but it should exist, tier two could be “mend wounds” as its written tier three could be a speed 5 strain 10 melee only once per day thing and tier 4 should be a short range possibly even fast cast spell, and Belisarda and Beltine should probably get specific adaptions on some of those or possibly some of their own spells

    but what about healing stamina? people have different ideas about this, I think that healers are behind the curve and getting left behind as monsters increase in potency in tiers, Spells that do healing Plus a short buff ( like +2 ar for 6 ticks ) OR talents that add static bonuses like passive charisma to all healing spells

    #268501
    Anonymous
    Inactive

    For a game that’s intended to be “gritty” the spectre of death seems to be awfully far away.

    I’m not sure I accept your premise. First, I’d like to unpack the above statement so my assumptions are more clearly laid out. There are 2 distinct though related “games” when we talk about the living campaign – the rules as written, and the campaign itself.

    With regard to the rules as written (RAW), the ability to heal wounds by spell does not present itself outside of Psionics until Tier 2 as a push reaction (Stabilize) and not in a sustained manner until Tier 3 (Mend Wounds). Characters run the risk of stat point loss or additional wounds and corresponding penalties through the standard healing rules. With base rules, Wounds are rare as crits are rare. When they do rear their heads the level of danger depends upon how close skilled healers are, or how many ranks the individual PC has in Heal. As with many other factors, grittiness is in the hands of the GM.

    The Codex of Heroes specifically introduced additional gritty options such as the massive damage rule, negative stamina tracking, critical hit effect and permanent injury. All are covered in the “Gritty” Rules section in Appendix 1. That said, the introduction of those rules should be taken at face value. Specifically:

    “Arcanis is designed to be forgiving to the Heroes and abstract in its treatment of damage. It is very difficult to suffer long-term injury because the PCI design team thinks it is not a great deal of fun for a great hero to be maimed and/or crippled.” CoH p.186.

    Based on the above, wounds are challenging, but another obstacle the heroes are expected to overcome. The GM is able to tune the level of grittiness to fit the players and the desired level in a home campaign.

    The second “game” is the Living Campaign itself. Rather than use the base rules they have implemented some of the gritty rules, specifically the massive damage rule and typically the permanent injury rule as well. Given the constraints of the format (living game), tuning becomes far more difficult for a variety of reasons.

    1. Player expectations and desired level of challenge and grittiness varies. While in a home campaign you can set the bar at an agreed to level, it becomes more challenging if you’re not aware of exactly what characters can do or players are capable of.

    2. The level of grittiness should be selected to *increase* the level of enjoyment of the players at the table. In the end, the goal of every table – GM and players alike, should be to tell a wonderful tale that’s interesting and exciting. GMs that steer too far from that ideal especially going grittier than the players want to deal with are likely to draw consequences. This could be everything from having a lousy time, to never wanting to have that GM again to completely quitting the campaign and sharing their negative experiences. While player actions have consequences, so do GMs.

    3. A constantly changing set of characters with any given mod can have a 1.1 or 1.5 diplomat sitting down with a 2.10 combat monster. While it’s certainly possible for experienced GMs to juggle those kinds of discrepancies it’s not always easy.

    4. Longer term effects are harder to deal with given the format. It’s not expected that each table manages their extended care healing risking additional wounds and stat point losses before wrapping the session. That’s simply hand-waved as part of the living format. Make it through the final combat without dying and your hero returns hale and hearty to face the next mighty adventure in whatever mod gets played next. And there’s nothing wrong with that.

    5. Encounters must be built for average parties at each tier and can’t be tailored. Depending on the stat blocks of the characters the same encounter may be hard and challenging or incredibly lethal especially if massive damage rules are in effect as they are for the campaign.

    All that said, if there’s a desire by the players to increase the challenge / lethality there are a number of different options available. You’ve mentioned a couple. Other options are to use the negative stamina tracking and critical hit effect optional gritty rules.

    Whatever options are considered, they should be agreed to by the table playing under them. Again, the goal is for the level of grittiness whatever it is to enhance the enjoyment of all, not make it something to suffer through.

    One other note of caution I would add. Part of the reason to have limited healing in the original system was that healing inevitably leads to longer combat encounters. It also increases the need to have a healer at the table rather than more flexible party configurations. I’m not sure I want to get into a greater arms race given that many mods already run to time or over.

    With a sweep of his hat,

    Paul

    #268502
    Anonymous
    Inactive

    Maybe it is just me, but why? Why make it more lethal? There is presently no means (really) of a player to build a new character at -1 Level to where they are now, which means they have to either take a flaw, or be knocked back down to Tier 1.5 with a new character (+ whatever XP they get from Replay certs).

    I understand that people have made comments that there isn’t enough threat of death to make it interesting, but personally I have not seen any of this since the Massive Damage Rules came into effect. Basically, now that Heroes not only take Wounds, but take them on a regular basis, their sense of mortality has been brought to the fore once again and it seems to me that most people are content with this. There are recorded cases of Heroes ‘dying’ (most brought back with a Flaw), which means that there is established consequences for this. Why do we need to artificially change the system more to kill more Heroes? That doesn’t seem fun for the players, and to be honest any GM/Chronicler or Campaign who willingly wishes to diminish the fun of their players doesn’t deserve to have any players.

    To your proposals: 1) damage is calculated in a very specific way using the Bestiary Vol. 1 enemy construction rules. Short of outright lying on the numbers, you can only give the enemies so many Martial Techniques, Adaptations, and Powerful Attacks before you’ve added too many ticks onto the creature’s attack to not be viable in combat. 2) The way I’ve always read how the Stamina/Wound system works for Arcanis is that the Wounds SHOULD be something Heroes should be scared of at Tier’s 1 and 2. If you give them the ability to Heal Wounds (aside from very limited use spells like Refresh the Body and Stabilize) at lower Tiers, it completely negates the ‘threat’ of those Wounds. At Tier 3, while you can heal Wounds easier, you are also more at risk of them with abilities such as The Puissant Warrior and The Perfect Cut. 3) I will agree that the dedicated “Healer Cleric” is something that starts loosing ground to threats at higher Tiers due to tick-management, but overall I have only seen problems with this on tables of 4 or less. If you have one or two people who can dish out a lot of damage or tank, the dedicated Healer can usually keep their people up long enough to finish the combat.

    #268503
    Anonymous
    Inactive

    The “avoid death by taking a flaw” rule needs to be written down and put into play more commonly than the spoken understanding of BI folks then (or is it in the codex under fate i dont recall)

    #268504
    Anonymous
    Inactive

    Codex of Heroes, page 186

    #268505
    Anonymous
    Inactive

    The “avoid death by taking a flaw” rule needs to be written down and put into play more commonly than the spoken understanding of BI folks then (or is it in the codex under fate i dont recall)

    It’s the “Permanent Injury” Optional Gritty rule, p 186 of the CoH or a variation of it.

    “When a Hero would die as a result of failed Healing Action rolls, the Hero can “succeed” instead. The Hero obtains a physical Flaw instead of dying. Suitable examples include: Physical Weakness, Feeble Attribute or One Eye.”

    With a sweep of his hat,

    Paul

    #268506
    Anonymous
    Inactive

    The point im trying to address is that in the most lethal of situations (battle interactives) there are exceedingly few deaths, and that indicates to me that there is very little risk on the part of the players.

    one of the biggest challenges in writing for this system or creating things to challenge players, is making it a challenge, if a party can just walk past a trap and then heal up from it with no lasting effect and no threat of death, one could consider it a waste of effort, thats why a hallway full of traps (by its self) is something you havent really seen in mods because its not challenging.

    I’m saying that as a judge in the events that are supposed to be on the lethal side, I am disappointed, not from my tables , but from the general state of the room. last year I dont think anyone died, and really where is the challenge in that?

    #268507
    Anonymous
    Inactive

    I agree with what others have said. I don’t think the lethality needs to be increased. Being killed is no fun (gaining numerous physical flaws is also no fun). I always assumed the reason why we didn’t see a hallway full of traps is because it’s no fun to deal with (even in D&D, it just drags on and has no lasting effect).

    The whole point is not to kill characters or really even to challenge them. The point is for the players (and GMs) to have fun and to feel like they were challenged (often but not always the same thing as challenging them). I don’t think anyone died at the Origins BI but every single person I talked to felt like their table had been challenged. The 3.1 table seemed like they were at serious risk of dieing – last count I heard was 18 wounds and that was not at the end. The all-Elorii table had over half the group down in 2 (I think) scenes. The BEAST table had the advantage of (iirc) 4 people with AR7+, 1 with AR3, and 1 with AR3 or 0 – we had few people drop but took a total of something like 5-6 wounds (and no way to heal them) and definitely felt challenged.

    #268508
    drafit
    Participant

    Hello,

    Since design was mentioned, let me give some insights – I instructed Peter, Eric, James and the others NOT to use a standard Hit Point system BECAUSE I didn’t want the system to be overly lethal as well as giving players the option to capture or be captured rather than a zero sum alternative.

    So no, IMO just because we wanted the game to be gritty does not mean that it should be lethal. Gritty, or Grimdark as I’ve heard it called, is a sense of mood and story, not lethality.

    As for it being difficult to challenge players without resorting to the need to outright smack them over the head with a death-match, I believe that’s one of the reasons Arcanis provides above average adventures.

    With the addition of the Massive Damage Rules I think we’ve struck a good balance. Obviously, Chroniclers can do as they wish for their home games, but for the OP, I think we’re just about right.

    #268509
    Anonymous
    Inactive

    Why does challenge only have to be rated by PC deaths? Could you not frame scenes around things like “stop the Ss’ressen from getting past you”, with the challenge coming from stopping them before they march past you? Hell, this one is basically the Anti-BI, because usually the Heroes have to get past a succession of creatures to get to the gate/wall/objective.

    Or how about timed encounters, like having to get save someone before they get dropped in acid? Or the room is collapsing and you have x ticks to get out? Or down a certain number of enemies before the ticks run out and they teleport elsewhere to thin their numbers?

    Or how about environmental encounters, where you have to make Balance checks on a heaving ship in shark infested waters? Or how about fighting in a desert where you are all Exhausted?

    Or how about encounters in which you have to choose for or against fighting, with the enemy not being clear and it becomes a moral dilemma?

    #268525
    Anonymous
    Inactive

    With the addition of the Massive Damage Rules I think we’ve struck a good balance. Obviously, Chroniclers can do as they wish for their home games, but for the OP, I think we’re just about right.
    I agree with this. While there are times when I miss the lethality of 3.5 D&D, the reality was that in that rule set death generally just meant a level lost. In Arcanis if you actually die, you are gone. For the vast majority of us who have spent years playing the same character, having a character permanently gone is a very bitter pill to swallow. Not that it should never happen, but I don’t think it should become common.

    Why does challenge only have to be rated by PC deaths? Could you not frame scenes around things like “stop the Ss’ressen from getting past you”, with the challenge coming from stopping them before they march past you?
    I really like this idea, as well as the other ones you put forward Cody. It would be interesting to have an encounter where your only objective is delaying an enemy who is just trying to get past you. Tripping, pushing, certain ‘control’ spells would all become very useful in a situation like that. It would be nice to see more situations in which skills/talents/spells which disable/impair enemies are allowed to shine.

    #268526
    Anonymous
    Inactive

    At the BI I took a wound in Encounter 1 and a second wound in Encounter 2. It would have been two wounds in the second encounter but my GM (Matt Flinn, bless him \":)\" ) said he didn’t want me to die halfway through the BI. I was strangely (for those who know me) fatalistic in the Origins BI. I guess being a Beltinian and having all that undead goodness to beat up made me happy enough to lose the character if need be (go out in a blaze of glory as it were). To be honest I was almost hoping to get a physical flaw like losing an eye or some such. Makes my Exorcist more scary. I mean in our first fight in Dark Heresy I had my foot blown off, everybody else got really beat up and one guy ended up in a box…as in full body cyborg with just an organic brain. So yeah THAT game was lethal… \":shock:\" I think now that I have had time to play under the new gritty rules I’m pretty happy with the way things are. I’d say don’t tinker with it just yet. Just my two cents on the matter.

    #268527
    Anonymous
    Inactive

    The last con game I played, our Ss’ressen was Vanquished by Wounds four times. (Ss’ressen Frenzy is not your friend when beyond the borders of Altheria.)

    One Spell Rune: Stabilise and 3 (transferred) fate points later we managed to keep him not-dead.

    A bad situation is all it takes for final death to occur.

    #268528
    frootsnax
    Participant

    I should be in bed, but this thread is important enough to deserve a reply.

    I agree with the majority of the posters here that I do not want to see more character deaths in the campaign. Because there is no way back from it in this system. Dead = new (probably significantly weaker) character. That’s not true in all systems. At medium to high level D&D death sucks …buts its really a status condition not much different than petrifaction. You usually don’t stay dead unless you choose to. Eventually your friends drag your PCs body to a temple and you get a raise or a resurrection (depending on “how much” dead you PC is) and then you go back into action with a minor drop in power.

    On the other hand I agree with Josh that I wish it was easier to make combat in Arcanis scary. I have definitely seen some scary fights in and out of BIs…but they are few and far between.

    While there are many elements of Arcanis that I love (the clock, weapon tricks and MTs)…I find the rule set to be somewhat schizophrenic on what tone the mechanics want to support. No resource management in spells or stamina/hp leans towards swashbuckling (with no meaningful external restrictions on how much the PCs can do in a day.) Horror checks could lean away from that and potentially impose external restrictions on heroes…except that they most often work as a Fate tax. If I’m facing “the big bad” with Tukufu I’m probably just spending a fate point to pass the check and not roll. So I don’t think Horror works very well in the campaign as it gets played. Wounds are also a little strange. In tier 1 they’re a Big Deal. By Tier 3 they aren’t.

    Altogether this means that for something to be challenging it needs to push the PCs at “Full Power”…but anything that pushes the PCs at full power also risks TPKing the party. I think this is true for one of the fights in Desecration and again in Gleams of Fire (the two fights outside of BIs I think are really dangerous). I think its hard mechanically to write a scary fight in the Arcanis rules system that isn’t in danger of being unfair to the players.

    Outside of really rough fights where I had to dig deep into the reserve of my horde of “stuff” there are only two kinds of scary scenarios (that I thought were fair to me as a player) and I’d wish we could see more of them in modules.

    The first is you basically are in danger of “running out of gas” on your way to the final fight. I call this the “Ravenloft” scenario. The first Battle of Semar was like that. Resources got chewed up. When I ran it for the Portland players years ago the table really did believe for about 20 minutes that they were watching the end game of their PCs in what would be a TPK…before the Trogs left the field of battle after the Ssethric officers all went down. The old origins delve into the Lavender Way where some PCs chose to fight a VO for the first time was also like this.

    The second type of scary scenario is where you reach “game over” without ever getting to the fight. Maybe a clock is ticking down…or you’re trying to sneak into somewhere where there is overwhelming force if you get caught. Either way you need to make good choices or you may fail before ever rolling initiative.

    Collectively I believe the Arcanis rules do not support the “Ravenloft” scenario where the PCs are slowly ground down over an adventure. That’s not a story the rule system supports.

    That leaves the second type. Most good writers are aware of the second type. For those at Arcaniscon who pursued the Harlequin, they only had 48 Ticks to find and save the “important person” at the final encounter (despite all reasonable efforts on my part they got there at tick t38…next time I promise to try for another 9 ticks worth of dirty tricks). In a different mod, I was various shades of nervous for over two hours playing a special table where we sailed to Ymandragore to steal a McGuffin…because NO ONE is tough enough to fight off the Isle if it goes on red alert.

    If we want a grittier feel to the campaign and/or a heightened sense of danger for PCs i think the best solution is for module writers to look for those opportunities to include these kinds of scenes for their modules.

    #268531
    Anonymous
    Inactive

    It’s the “Permanent Injury” Optional Gritty rule, p 186 of the CoH or a variation of it.

    “When a Hero would die as a result of failed Healing Action rolls, the Hero can “succeed” instead. The Hero obtains a physical Flaw instead of dying. Suitable examples include: Physical Weakness, Feeble Attribute or One Eye.”

    I feel that my thoughts on the gritty death rule should have been part of my initial post. so please allow me to make an important distinction, I don’t want characters to be removed from the campaign. I do want there to be something bad for characters that have somehow managed to find a death.

    The person during the crusade that chose the final death stating, that there was nothing better that the player could imagine for his character’s death, and coming back from this anything else would be anticlimatic (and sorry really rough paraphrasing there), If players never have the opportunity to choose, stories like this never get told.

    I don’t think that I’m the only person that has cognitive dissonance that when players fight an avatar of a ssethric death god, not a single one of them is killed by the avatar of death.

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