On January 08 2015 06:55 PrinceXizor wrote:
the concept of "damage" doesn't exist in a roleplayed world dude. thats what i mean. no one knows oh this does Fire damage or force damage or slashing or whatever. you know a longsword is a slashing weapon, but you can slash with a dagger too its not always piercing damage. :/ you game-ify the world far too much. it makes it uninteresting to discuss and talk about the way you do. if i want a numbers simulator i play a CRPG and minmax it. i dont play DnD to look at a world of magic and history and see dice and damage types.
the concept of "damage" doesn't exist in a roleplayed world dude. thats what i mean. no one knows oh this does Fire damage or force damage or slashing or whatever. you know a longsword is a slashing weapon, but you can slash with a dagger too its not always piercing damage. :/ you game-ify the world far too much. it makes it uninteresting to discuss and talk about the way you do. if i want a numbers simulator i play a CRPG and minmax it. i dont play DnD to look at a world of magic and history and see dice and damage types.
Its a motherfucking ball of fire, cast from a spell called fireball, which looks, feels, and acts like a ball of fire. It burns, and things that are susceptible to burning are damaged more and things that aren't aren't. Its a motherfucking fireball; You know what it fucking does.
You don't have to call something "slashing damage" to know that things you have a hard time cutting aren't as susceptible to being whacked with something that cuts, or stabs. Its just a term used to simplify saying "the harm inflicted upon being struck by a weapon that tends to cut rather than stab or crush". You know these things even if you do not know the mechanical precision or the systems semantics of them because to not know them reduces the entire concept of the world into absurdity wherin you don't know anything about anything because how else are you supposed to know that wood is more susceptible to fire damage than stone or that "if i stab someone with my dagger it might die".
Basically the general statement of "if i stab someone with a dagger they might die but if i swing my long sword at someone they're more likely to die" is reduced to "i know that longswords do more damage than daggers" and good fucking god if you don't know that then what in the good christ can you know about the world?
On January 08 2015 06:53 WaveofShadow wrote:
I can't tell what people actually thought of the squirrel shenanigans.
Some people thought it was funny, some people thought it was because I don't know how to play/RP, some people thought it added or detracted from the story/situation...
I wouldn't mind some feedback on my personal performance I suppose to clear things up? (less from a strictly technical standpoint I suppose because there is no way I will ever play the way GMD seems to be outlining, though obviously as I'm new there will be ways for me to learn/interact better within combat and without)
I can't tell what people actually thought of the squirrel shenanigans.
Some people thought it was funny, some people thought it was because I don't know how to play/RP, some people thought it added or detracted from the story/situation...
I wouldn't mind some feedback on my personal performance I suppose to clear things up? (less from a strictly technical standpoint I suppose because there is no way I will ever play the way GMD seems to be outlining, though obviously as I'm new there will be ways for me to learn/interact better within combat and without)
Combat in DnD can take a long time because there are lots of things to roll. But mainly it takes a long time because people don't know what they want to do.
There are two ways to fix this
1) Know what you can do so you act faster
2) Just do it.
Its just like getting to know a league champion except that instead of mechanical timing and combo's its just "what options do i have, on this turn do i press Q, W, E, or R". Its not really about making sure that you win the combat or whatever, its just about making sure that you decide quickly.
For you, you should have known your spells, what you had prepared, what they did, and had some general idea of when you might use them. Not because you are trying to play with mechanical precision, but because faster combat means more roleplaying
You can do this stuff you can do before the session, like you would read the lol wiki on a champion before you played it in a ranked game.