Do TTRPGs Need More Realism? | Optional Rules, Immersion, and When “Real” Goes Too Far
Автор: Cache & Quill
Загружено: 2026-02-15
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Do TTRPGs Need More Realism? | Optional Rules, Immersion, and When “Real” Goes Too Far
In this Core Conversation, Cache & Quill tackle a table debate that never goes away: do tabletop RPGs need more realism—or does realism slow the game down?
This isn’t about turning fantasy into real life. It’s about adding weight, consequences, and immersion—without burying the table in bookkeeping. Cache shares optional rules and house-rule approaches that make choices feel more meaningful, while Quill argues for the counterbalance: story flow and player enjoyment should always win.
🧰 Realism tools we discuss (and what they change):
• 🏋️ Variant Encumbrance — carrying limits, tough choices, dramatic rescues
• 🩹 Slow Natural Healing — why long rests shouldn’t always feel like a full reset
• 🧺 Healer’s Kit Dependency — making supplies and care actually matter
• ✂️ Lingering Injuries — consequences that stick (without permanently wrecking characters)
• 💀 Resurrection Stakes — making death feel real again with rising DCs (Mercer-inspired)
We also cover the line you shouldn’t cross: realism that gets awkward, overly graphic, and uncomfortable—and why Session Zero boundaries and clear communication are what make any “realism” approach work.
Topics we cover in this episode:
• 🧭 What “realism” actually means at the table
• ✨ Why slower healing can make magical healing shine
• 📉 How attrition systems change pacing and tension
• 🧱 When realism improves immersion vs when it becomes tedious
• 🧟 Why some genres (horror, grounded sci-fi) benefit more than high fantasy
• ⚖️ The “DM as referee” mindset: fairness, consequence, momentum
📊 Community Poll
👉 Vote here: • Запись
📚 Book References (D&D 5e — 2014)
Player’s Handbook (2014)
Variant Encumbrance — p. 176
Dungeon Master’s Guide (2014)
Chapter 9 — Dungeon Master’s Workshop
Healing Variants:
Healer’s Kit Dependency — p. 266
Slow Natural Healing — p. 267
Combat Options → Injuries:
Lingering Injuries — p. 272–273
💀 The Fading Spirit (Matt Mercer) — Alternative Resurrection Rules (Simple Breakdown)
1. Trigger
• A character is dead, and a resurrection effect is attempted with a casting time longer than 1 action → Resurrection Challenge begins.
2. Contributions (up to 3)
• Up to 3 allies make one skill check each (DM-approved).
• DC is set by the DM; advantage/disadvantage can apply based on the contribution.
3. Final Check (DM rolls)
• DM rolls 1d20, no modifier.
• Base DC 10, +1 per previous successful resurrection on that character.
• Each successful contribution: DC −3
• Each failed contribution: DC +1
4. Outcome
• Success: soul returns (if willing).
• Failure: soul does not return; character is lost.
5. Rapid Resurrection (1-action spells like Revivify)
• No contributions. Caster rolls 1d20 + spellcasting mod vs DC 10 (+1 per prior resurrection).
• Failure: soul not lost, but future DC increases by +1; no further attempts until a longer-cast resurrection is used.
6. Exceptions
• True Resurrection and Wish bypass the challenge and can restore even a “lost” character.
Creators mentioned / referenced:
• 🎬 Matt Mercer / Critical Role
Dungeons & Dragons • D&D • 5e • Tabletop RPG • TTRPG • Dungeon Master • DM Advice • House Rules • Variant Rules • Realism • Immersion • Lingering Injuries • Encumbrance • Healing Rules • Session Zero
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