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  1. - Top - End - #151
    Titan in the Playground
     
    Max_Killjoy's Avatar

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    Default Re: My webcomic "Thieves can't"

    It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.

    Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.

    The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.

    The Worldbuilding Forum -- where realities are born.

  2. - Top - End - #152
    Dwarf in the Playground
     
    Goblin

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    Maupertuis

    Default Re: My webcomic "Thieves can't"

    Healing as an alternative to putting up with more optimizing got a chortle out of me.

  3. - Top - End - #153
    Titan in the Playground
     
    Max_Killjoy's Avatar

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    Default Re: My webcomic "Thieves can't"

    Quote Originally Posted by Anarchic Fox View Post
    Healing as an alternative to putting up with more optimizing got a chortle out of me.
    Smudge is a good addition, I hope they keep him around.
    It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.

    Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.

    The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.

    The Worldbuilding Forum -- where realities are born.

  4. - Top - End - #154
    Titan in the Playground
     
    Max_Killjoy's Avatar

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    Default Re: My webcomic "Thieves can't"

    It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.

    Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.

    The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.

    The Worldbuilding Forum -- where realities are born.

  5. - Top - End - #155
    Troll in the Playground
     
    NecromancerGuy

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    Default Re: My webcomic "Thieves can't"

    How does the Snapback have a negative charisma modifier?
    It's a cutie.
    No really, I want one.

    But that chicken...
    I'm pretty sure that looks like a TPK in the making.
    Oh well, at least they can be killed.
    "If it lives it can be killed.
    If it is dead it can be eaten."

    Ronkong Coma "the way of the bookhunter" III Catacombium
    (Walter Moers "Die Stadt der träumenden Bücher")



  6. - Top - End - #156
    Ogre in the Playground
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    Default Re: My webcomic "Thieves can't"

    Fascinating idea for a small dungeon.
    An explanation of why MitD being any larger than Huge is implausible.

    See my extended signature here! May contain wit, candor, and somewhere from 52 to 8127 walruses.

    Purple is humorous descriptions made up on the fly
    Green is serious talk about hypothetical
    Blue is irony and sarcasm


    "I think, therefore I am,
    I walk, therefore I stand,
    I sleep, therefore I dream;
    I joke, therefore I meme."
    -Squire Doodad

  7. - Top - End - #157
    Titan in the Playground
     
    Max_Killjoy's Avatar

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    Last edited by Max_Killjoy; 2020-08-10 at 08:26 AM.
    It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.

    Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.

    The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.

    The Worldbuilding Forum -- where realities are born.

  8. - Top - End - #158
    Titan in the Playground
     
    Max_Killjoy's Avatar

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    Default Re: My webcomic "Thieves can't"

    It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.

    Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.

    The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.

    The Worldbuilding Forum -- where realities are born.

  9. - Top - End - #159
    Dwarf in the Playground
     
    Goblin

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    Maupertuis

    Default Re: My webcomic "Thieves can't"

    I liked the little campaign ideas. It's fun to read a tabletop gaming webcomic whose creators still play tabletop games.

  10. - Top - End - #160
    Titan in the Playground
     
    Max_Killjoy's Avatar

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    It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.

    Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.

    The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.

    The Worldbuilding Forum -- where realities are born.

  11. - Top - End - #161
    Dwarf in the Playground
     
    Goblin

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    Default Re: My webcomic "Thieves can't"

    Like somebody in the comments section said: "What’s the point of having access to a stat block for a tyrannosaurus zombie if you’re not going to use it?"

  12. - Top - End - #162
    Bugbear in the Playground
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    Default Re: My webcomic "Thieves can't"

    I mean, that's a good point. If someone already did the work of making stats for this creature, surely it would be rude not to use it, right?

  13. - Top - End - #163
    Dwarf in the Playground
     
    Goblin

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    Default Re: My webcomic "Thieves can't"

    I found the latest comic's blog entry interesting:


    I want to add to this my “Three Step” rule, because I tend to have the environment have the occasionally lethal challenge in it. (I say “my,” but I’ve been playing this game for ages and consuming content on how to DM it for just as long; I almost certainly read or heard this somewhere else, but the original source is far receded into the fog of time for me.)

    The three step rule is easy. In it, players fail three times to reach the really bad consequences, but succeed once to proceed. I don’t use it for everything – just where the stakes are much, much higher than normal. I do it for two reasons — it mitigates “save or suck” mechanics, like turning to stone, but it also ramps up the excitement of tense moments.

    For example, suppose an ogre shoves a rogue over the edge of a cliff. Suddenly we’re making dex saving throws, but those dex saving throws are really death saves in disguise, because I know, as the DM, that the fall is too high to reasonably survive.

    Our rogue fails the first dex save. He falls over the edge of the cliff and the ogre laughs. But! He was just quick enough and just wily enough to grab out to the cliff’s edge with one hand. (For the best effect, ask the player if they have a reaction. They tend to do their best thinking when their entire character sheet is on the line.)

    He’s now prone, mechanically speaking, but the way we’re expressing in the game narrative is that he’s hanging onto the edge of the cliff by one hand. He can make a new dex save at the start of his turn. If he succeeds, he pulls himself up. If he fails, his hand slips and (for example) he lands painfully on a small outcropping of unstable rock. He’s one check away from getting himself out of the situation, but also one failed save away from taking all that gygaxian fall damage. In the meantime, the ogre and the rest of the party are doing stuff — possibly saving him or dropping rocks on his head.

    However the next bit plays out, it’s far more memorable than simply vanishing over the edge of a cliff and splatting on the rocks below, and the death (if it happens) feels more fair, even though you actually stacked the deck in the players’ favor.

    You can use this in a lot of places, and can use it to create consequences with more gradation in them than life or death. Failed stealth check that seems like the only outcome would be to wake up a dragon? The player’s character crunches the rocks and the dragon stirs to yawn — repeat the check. Fail again? The dragon starts looking around suspiciously. What do you do? Fail a third time? Initiative! Save? The dragon is awake and alert now, but doesn’t see you.

    So next time you’re dealing with a save or suck mechanic, consider dividing it into three saves next time. Three saves to fail, one check to recover.
    I think this is a consistent quirk of human psychology. Failure has more emotional weight than success. So in a situation where failure and success are equally likely, the experience will on the whole be negative, as the failures outweigh the equal number of successes.

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