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Warlord + Escalation Die from 13th Age
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<blockquote data-quote="Tony Vargas" data-source="post: 6793755" data-attributes="member: 996"><p>Nod, which is another way games tend to deviate from the genres that inspire them. In genre, the monster or other bad guys display a lot of power early in the battle, and the heroes have to rally or come from behind or whatever. Sometimes it's really blatant, the BBEG kicks the hero around like a tin can, but then the hero has a moment with a sidekick or cut scene recalling what he's fighting for, and all of a sudden the villains the tin can for no discernible reason. ;P </p><p></p><p>In games, players managing limited resources soon realize that it's better to blow a big one up-front and make a short fight of it. You take less damage and don't have spend even more resources healing, just for one obvious reason. In D&D, specifically, powerful daily resources and the fact that hp loss imposes no penalties mitigate against late-blooming tactics or tropes like 'feeling out the enemy.'</p><p></p><p></p><p>Anyway, 13A goes out of it's way to model such genre bits. The escalation die is one way it does that, and also, incidentally, helps with 'faster combat,' but with less risk of rocket-tag, by ratcheting up the effectiveness of the PCs when a combat might otherwise turn into a slog.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6793755, member: 996"] Nod, which is another way games tend to deviate from the genres that inspire them. In genre, the monster or other bad guys display a lot of power early in the battle, and the heroes have to rally or come from behind or whatever. Sometimes it's really blatant, the BBEG kicks the hero around like a tin can, but then the hero has a moment with a sidekick or cut scene recalling what he's fighting for, and all of a sudden the villains the tin can for no discernible reason. ;P In games, players managing limited resources soon realize that it's better to blow a big one up-front and make a short fight of it. You take less damage and don't have spend even more resources healing, just for one obvious reason. In D&D, specifically, powerful daily resources and the fact that hp loss imposes no penalties mitigate against late-blooming tactics or tropes like 'feeling out the enemy.' Anyway, 13A goes out of it's way to model such genre bits. The escalation die is one way it does that, and also, incidentally, helps with 'faster combat,' but with less risk of rocket-tag, by ratcheting up the effectiveness of the PCs when a combat might otherwise turn into a slog. [/QUOTE]
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