Sean Merwin
👤 SpeakerAppearances Over Time
Podcast Appearances
And our last question comes to us from LordOz3 via YouTube. And this question is in regards to the last week's question about the medicine skill and how it might be more useful in curing diseases and so on. So regarding healing, what does the rest of the world do if they don't have access to clerics?
It seems like there should be an effect that would encourage a party to have someone with healing without requiring everyone to have it or requiring the medic to, quote, max out medicine. The same goes for survival. I think it's a skill someone on the party should have if you're traveling through wilderness without requiring everyone to have it.
It seems like there should be an effect that would encourage a party to have someone with healing without requiring everyone to have it or requiring the medic to, quote, max out medicine. The same goes for survival. I think it's a skill someone on the party should have if you're traveling through wilderness without requiring everyone to have it.
And this is a great question, and this could go off in a lot of different directions. But I want to focus on that sort of what does the rest of the world do if they don't have access to clerics? And it's a great question because it brings up a game design point about what the game is trying to model.
And this is a great question, and this could go off in a lot of different directions. But I want to focus on that sort of what does the rest of the world do if they don't have access to clerics? And it's a great question because it brings up a game design point about what the game is trying to model.
Is your game trying to model heroes battling monsters that are well above and beyond the scope of anything that a peasant could deal with? Or is it a medieval setting simulator? The answer to that has changed over time. With earlier sets of rules, in a lot of ways, it was a medieval setting simulator. And it's changed over time to become more of a hero battling monsters simulator.
Is your game trying to model heroes battling monsters that are well above and beyond the scope of anything that a peasant could deal with? Or is it a medieval setting simulator? The answer to that has changed over time. With earlier sets of rules, in a lot of ways, it was a medieval setting simulator. And it's changed over time to become more of a hero battling monsters simulator.
So the question I have is if something works well to model what the game is trying to be, should we have to change that to better model something that the game doesn't want to be? should we have to worry about how the rules for how these heroes are dealing with monsters in terms of what it means for the peasant or the innkeeper or the blacksmith or anyone else in the world
So the question I have is if something works well to model what the game is trying to be, should we have to change that to better model something that the game doesn't want to be? should we have to worry about how the rules for how these heroes are dealing with monsters in terms of what it means for the peasant or the innkeeper or the blacksmith or anyone else in the world
And the answer could depend on what you want out of your game. But as a game designer, I do not want to have to think about that. If I'm making something where the model doesn't fit that. So I don't want to have to worry about how a blacksmith who hits his hand with a hammer and takes one hit point of damage heals that.
And the answer could depend on what you want out of your game. But as a game designer, I do not want to have to think about that. If I'm making something where the model doesn't fit that. So I don't want to have to worry about how a blacksmith who hits his hand with a hammer and takes one hit point of damage heals that.
Because I'm not writing a game about farmers getting diseases or blacksmiths hitting themselves with a hammer or getting kicked by a horse they're trying to shod. I want this to be my game.
Because I'm not writing a game about farmers getting diseases or blacksmiths hitting themselves with a hammer or getting kicked by a horse they're trying to shod. I want this to be my game.
the correlation of skills and what they mean in the game to powers and what they mean in the game, it really comes down to, again, the story that you're trying to tell. Do I think that everyone should have survival maxed out in order to survive a travel through the wilderness? No. Should a party where no one has survival, have to deal with the consequences of that? Maybe.
the correlation of skills and what they mean in the game to powers and what they mean in the game, it really comes down to, again, the story that you're trying to tell. Do I think that everyone should have survival maxed out in order to survive a travel through the wilderness? No. Should a party where no one has survival, have to deal with the consequences of that? Maybe.
What are the consequences of that? What should it be? Should they fail at everything they're trying to do because they have trouble getting from point A to point B with no ends to serve them food? Possibly. I don't know.
What are the consequences of that? What should it be? Should they fail at everything they're trying to do because they have trouble getting from point A to point B with no ends to serve them food? Possibly. I don't know.
It depends on, I don't want a game that forces that to happen, but I want a game where I, as the game master, can use the rules as a tool to make that happen if I so choose with the understanding of the players that this is the game that we're in. We're in a game where survival is important. We're in a game where it will matter.
It depends on, I don't want a game that forces that to happen, but I want a game where I, as the game master, can use the rules as a tool to make that happen if I so choose with the understanding of the players that this is the game that we're in. We're in a game where survival is important. We're in a game where it will matter.
So therefore, as you're making your characters, you may want to take that into account.