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RE: Project Burner Dev Log 3: Health Systems and Damage

in Tabletop / DND4 years ago

I can see what you're suggesting working well in a videogame environment, where an adventure is basically an extended encounter with enemies pretty much present the whole time, or in the process of incoming. In that situation, the game carries on as a single effective encounter from the start until the objective is reached, and if characters die, they restart at the last save point.

For an RPG, players get (or at least should get !) a lot more agency. In most RPG's, and adventure is a series of encounters which might be separate or may merge depending on player actions - breaking for a rest or because there's a non-combat roleplay/trap finding/whatever opportunity, opening the next door before the previous encounter is finished etc. Additionally, players in an RPG tend to be more attached to their characters and adventures can be more open to character actions than in a videogame. If you want a chuckle, here's is an entertaining D&D-spoof of how serious players can get in keeping their characters in tip-top form at all times.....