As I have played D&D we have come to many points on the road where things don't seem quite fair and as the DM I have to be the arbiter of sticky wickets. For example: If you have a situation where the player has the blade of his knife to the throat of the evil baddy and there is no realistic reason the evil baddy wouldn't die in the next minute, but the rules tell you that a dagger in D&D 3.5 at most (meaning with a crit) can deal 8 + STR (mod) x2 damage, and the baddy is a level 3 fighter and thus beyond that spectrum how do you handle it? And moreover how do you handle it fairly? Sure for story's sake you allow the player to kill the evil baddy, but what happens in the next encounter when the roles are reversed and there is no reason the enemy shouldn't be able to end the life of the player? How do you make these decisions and make them feel real and somewhere in the realm of fairness, taking a step away from dice rolls and getting into the moment? The goal here is to find a way to make high level players afraid of things that are still dangerous. Even a massively high level fighter as a CHARACTER should consider the danger of a fight that the game would say "isn't dangerous"


4 答え

Dungeons & Dragons is not a realistic game

それは意図されていない。それは抽象化の数が多く設計されており、より多くの人生の超人的なヒーローのために設計されています。最初のレベルの人間の野蛮人は、Usain Boltの世界記録スプリントタイムを崩し、その後数分間ペースを維持し、バトルアックスを身に付け、チェーンシャツを着用し、50ポンド以上のさまざまなギアを運ぶことができます。



HPは「健康」とは言えず、HPの喪失は必ずしも「傷」ではありません.HPは「プロットアーマー」によく似ており、士気、決断、運、神々の祝福、魔法のモジョー、その他多数のもの、あるいは複数のものを組み合わせた可能性があります。 HPを復旧できるいくつかの効果を見てみると、これが急速に明らかになります。あなたの味方を奮起させ、痛みを鎮圧して戦うために、HPの癒しの臨時(読んだら非魔法の)形式が存在します。 HPが厳しい傷を負っていれば、それは不可能でした。

So ultimately, the way D&D works, your players shouldn’t have been able to get a knife through an enemy’s throat unless the die rolls had already shown it was a killing blow. That’s how the game works: you roll the dice to see how well you do, then describe what you did to achieve that. You don’t get to describe a killing blow unless you actually score one. If they came up short, that should have been described accordingly; the enemy writhed out of the way or they messed up and only nicked him or whatever. And if that seems implausible given the circumstances, then they probably should have been using a Coup de Grace (and surviving a Coup de Grace is fairly implausible; that is a very difficult Fortitude save).


But I honestly think this probably is not a very satisfying answer for you. Unfortunately, it’s the answer that D&D has, and trying to shoehorn realism into a system that is so fundamentally designed from the ground up with huge abstractions and intended for larger-than-life fantasy heroes, is just trying to force a round peg through a square hole. I’ve seen it tried, and it just does not work well at all: it’s a lot of work, lots of rules end up being really wonky, and I generally haven’t seen people with your interests actually be satisfied by it. If this is what you and your group is interested in, there are games that are more lethal and aim at greater levels of realism that may suit you better.

-1、確かに、あなたは可能な解決策(クーデ・ド・グレース)を与えていますが、あなたは答えの中でそれを隠してしまっています。私たちは、フレーム外の代替案を提案する前に、質問されたフレーム内の質問に答えようとする必要があります。関連性: meta.rpg.stackexchange.com/questions/3318/…
追加された 著者 Andrew Dunaway,


Coup de Graceは、あるキャラクターが別のPCやNPCを持っている状況で起こることがあります。彼らは通常、フルラウンドアクションを起こし、自動的にダメージをクリティカルヒットとして扱い、続いて強要と死の両方を強制する。これは認定殺人ではありませんが、実生活の人々は喉を切っても生き残ったことに気づくべきです - そして、これらの人の誰もが素手で熊と戦うことはできません。


3.5は現実主義でまっすぐに悪いです。 10レベルのキャラクターは、助けを借りて溶岩を通って泳ぐことができ、生き返ることができます。訓練されていない店主は、夏の暑さのために一杯で何マイルも走ることができます。最悪の場合、彼は疲れします。これらのキャッチは、現実の生活にまったく似ていないこれらの領域は、システムのあらゆる側面に組み込まれており、実際に除去するには統合されています。もちろん、毎回それを守ることはできますが、別のシステムを見つけるのに適しているかもしれません。


Fight Dirty D&D vs. High Adventure D&D


There is a style of D&D where the knife to the throat is just ruled a kill and done. And yes, the bad guys can do it too. So a lot of play becomes finding ways to fight dirty and eke out victory. This is where "throw lantern oil on the bad guys and throw a torch" came from.

There's also D&D that's aimed at being more like a lot of fantasy fiction - where the characters are heroic and not ruthless murderers - they may kill someone in the heat of battle, but not someone helpless. If you want to do this kind of play, then you have to agree as a group that this is what works for you.



The second question - how do you make things scary for high level players? It's hard, because D&D magic effectively removes a lot of the fear for PCs quickly - heroes heal in 1-2 days maximum, raise dead eliminates fear of death, etc. Other games like Burning Wheel can leave a character laid up for weeks or months with injuries - you just don't want to get hurt at all in those games, so every fight has an element of danger.

With D&D, it's really hard. I think WOTC did a study of play and saw when most parties died, the players never realized they were losing until it was too late. So, the thing is that what is actually combat effective, may not put fear in the players' hearts. In one game, I gave a character a "Midas Touch" attack - on a critical, the target would turn to gold. Someone had a hawk animal companion they sent to attack the guy first, and he happened to roll a critical. Everyone freaked out and ran after that. Even though the odds were low, they didn't know that and the potential consequences were high.

そのような安いトリックをしようとすることができますが、プレーヤーは過度に使用されると飽きます。そうでなければ、複数のモンスター・パワー/呪文を組み合わせて積み重ねて、激しく打撃を与えることが多い。あなたは新しいモンスターセットを定期的に組み立てて、これらの新しいセットがどのように連動しているか把握しなければならないのに対し、プレイヤーは多くのセッションを持って力の組み合わせを習得しています。それは非常にスイングの高いレベルの演奏を行います - 時には重要なものを見逃したり、プレイヤーが少し違ったり、あなたの出会いをスチームロールさせたり、何かが重大なものを見逃したり、実際に何かをひどく意味づけて実行したり、 。

私がそのような場合に有用な唯一の便利なトリックは、1つのPCを本当に難しくするコンボを作ることです。 "待って、バーバリアンはすでに3つのヒットポイントまで下がっていますか?"それは、パーティーが戦いに勝つのを維持するが、ヒットした1台のPCが狂ってしまい、誰かが誰かが素早く落ちると見たら、彼らは次の人になるかもしれないことに気付く。


Use Vitality/Wound points. Higher level characters can shrug off most would be injuries with vitality points. But even high level characters can accidently die quickly with a loss of wound points. For example, a gun pointed to the head, or the knife to the throat, would be an automatic critical damage, which would directly affect Wound Points rather than Vitality points. Now the possibility of surviving the slash to the throat is still there, but so is the instant death. In "real life" some people have survived gun shtos to the head, or having their throat cut. Is it common? No. But the Vitality/Wound Point system will bring that "fear of death" into your game.