Exchange Of Blows

14th Sep 2022, 12:00 AM in Trials Of The Tesseract
Exchange Of Blows
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Author Notes:

14th Sep 2022, 12:00 AM
Every so often you get that fight where all parties are willing to forego what's optimal in favor of what plays out cooler.

Unless your group isn't a stickler for rules. Then I imagine that's more than every so often.


14th Sep 2022, 7:17 AM
I'm reminded of how in games like Fate and Marvel Heroic Roleplaying, the GM can just end a fight in different ways. In Fate a GM can concede a fight early, basically giving the players a fate point if they (OOC) let the bad guy gets away. in Marvel Heroic, the GM can spend 2d12 from the Doom Pool (a mechanical representation of growing dread and the stakes) and end the scene right away, usually where the villain gets what they want. In exchange, every hero gets 2xp (not an insignificant amount in MHR).

I kind of wish D&D and Pathfinder had something like that, something to encourage letting the bad guy get away for dramatic reason, rather than ruthlessly hunting them down, which limits recurring characters.
14th Sep 2022, 9:20 PM
See, on the one hand, I like the idea of recurring nemeses... right up until I have to fight them. Because if I'm the one dealing with a problem, I'd rather it stayed dealt with.

I'd also argue that with resurrection spells and the like, anyone can come back with a suitably powerful benefactor. Unless the party's got enough resources to circumvent any possible method of resurrection, in which case you might have bigger problems.

Strictly my opinion, though.
15th Sep 2022, 8:58 AM
That is true, but sometimes as a player, you want a recurring bad guy for various reasons, especially if it's either: 1) a personal backstory villain that you want to surpass or 2) a hilarious villain/villain group like Team Rocket, who you know if they died, they'd be replaced by someone far less polite.

That's why I like how in Hero System, Gurps and City of Mist, you can have a Nemesis, someone who you want to plague you and the mechanics make it clear that even if they're defeated, they will come back in some way or replaced by a similar villain (I am Simon Gruber, you killed my brother Hans!), unless you do something significant to get rid of them (for example, pay off the enemy disadvantage in Gurps with hard won XP).
14th Sep 2022, 6:59 PM
Good rule of thumb for tabletop RPGs:

Let the GM have his fun roleplaying NPC to NPC interactions.

It adds depth to the game, might give the GM a chance to have fun, and maybe they'll let slip something useful! :D
14th Sep 2022, 9:22 PM
Hell, they might not even let it slip on accident. NPC banter can be a useful tool for delivering information to the PC's.

Or denying it to them if they can't be bothered to pay attention. ;)
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